Rohan Region Guide
Captives who are seized by Casferoch’s raiders might be of rock that points directly to the heavens. No one knows
brought to the Crag as thralls, bound to serve the men, what it is made of; no weapon brought within the glade
women, and children of the Hillfolk. It’s not unknown has ever been capable of marring its surface. The stories
for the raiders to take a liking to an especially clever and about the stone are countless; some say it is the shard of a
brave thrall and turn them loose when the snows melt as weapon that fell from the sky, others that it is the pinnacle
a gift to the spring. But it’s just as likely for an irritating of a buried city of giants.
thrall to die at the Crag, murdered as a gift to the cruel,
nameless powers that raised the mountains in wrath. Regardless of what the stone may be, it is called the
Gathering Stone, for it is here that the tribes of the Dunland
The Giant’s Teeth Fells assemble under strict rules of neutrality to trade
amidst tribes and search for companions. Traders from
Among the countless foothills of the Hithaeglir stands a other folk may be welcome here, though the Dunlendings
grass-covered hillock that rises steeply to a flat crown. In tell few others of the stone or where it rests. No Dunlending
a ring in the centre of the hilltop stand nine thick stones has broken the truce of the Gathering Stone in living
like teeth, raised so long ago that the intricate symbols memory; to do so would be near unthinkable and the
engraved in them have weathered away to mere scratches. punishment, gruesome.
The hill of the stones stands miles from the Old South Road.
A faint trail leads to it through the grass and bracken, the The Old South Road
remains of a road not taken in many years. The Dunland
clans all around keep their herds well away from the green The Men of the West built wonders in their time, engineering
grass of the Giant’s Teeth and tell their children to avoid marvels that were meant to last, undiminished, for
even glancing at the trail that leads there. millennia. There is little left now of the road that once
stretched all the way from Fornost Erain on the North
On some nights, in the safety of their camps, the herders Downs of Eriador to the gates of Minas Tirith itself. The
might tell tales of the Giant’s Teeth. They say a magical Dunland portion of the road ran from the great stone
people raised it from the earth all around; Elves of a land bridge at Tharbad through the Gap of Rohan. The once-
that faded long ago built it as their home and live inside mighty bridge was destroyed by floods only decades ago,
it still, a tomb where they sing and feast through the and little visible remains of the causeway. Still, beneath
endless night. the sod, portions of the road are still intact, and of late,
travellers on the road have been seen in greater numbers
They say intruders sometimes see glimpses of beautiful for the first time in close to fifty years. More information
things among the stones, sometimes hear echoes of lovely about the ruins of Tharbad can be found in the Rivendell
music, sometimes smell the most wonderful foods and Region Guide, on pages 65-8.
wines. But those are only lures by which the wicked Elves
trap intruders. To linger amid the Giant’s Teeth is to tempt Dunlendings
a curse of sleep, ageing, illness, or madness.
…in the hills of Dunland a remnant lingered of an old people…
What truly lies beneath the Giant’s Teeth nobody knows.
But it is a blighted place and travellers are indeed wise to The wild folk dwelling in the misty fells of Dunland and to the
avoid it. south of the river Isen have many enemies. Since centuries
uncounted they have been hunted, betrayed and despoiled,
The Gathering Stone until the coming of the accursed Strawheads, horsemen from
the North who drove them forth from their homes on the
Near the centre of the Dunland Fells there is a massive plains of Calenardhon some five hundred years ago.
grove of ancient trees that sits in the hollow between two
large foothills. The wood is criss-crossed by many paths, But the passing of the centuries have erased the usurpers’
all of which lead to its heart. At the centre of the grove is memory of the wrongs the Dunlendings suffered and left
a large glade that can hold many tents, and at the centre no trace of their claims. To everyone, including many
of that is the stone. The Gathering Stone is a solitary spike
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A Folk with no Kings
among the Wise, the Dunlendings are just a dwindling Female Names: Aeron, Ailsa, Biroth, Brina, Cleona,
folk of sullen herders and hunters, hating the Free Peoples Coras, Dalva, Dianach, Eisa, Enith, Feidelm, Finathas,
of Middle-earth and holding onto long-forgotten grudges. Graine, Gwya, Innas, Ivsa, Lakdar, Lewiroth,
Even so, they endure. Out of respect of their noble Maerbrach, Morna, Nynvia, Ralsora, Sinna, Tueren,
forefathers and the sorrow they went through, the Hillmen Unna.
of Dunland choose not to forget.
Standard of Living
For the Hillmen of Dunland are not a lowly folk of poor
herders and hunters to be looked down upon, but many The Dunlendings are a people of herders and hunters,
diverse clans united by ancient bonds of kinship. Most scraping a meagre living in the shadow of a more
currently dwell within or close to the western slopes of the powerful folk that exiled or confined them to the emptier
Misty Mountains, but their ancestors ruled over a wide corners of their realm. They constantly struggle to
land west and east of the mountain range, and many can maintain their small flocks of sheep and horses along
be still found within the boundaries of the Mark of the the sides of their foothills and cannot afford to trade,
Riders. as their enmity with the Forgoil forbids it. Their culture
ranks as Frugal.
Saruman, the White Wizard, currently lives in the tower Bonus Equipment: A travelling cloak, travelling gear for
of Orthanc, north of the Gap of Rohan. He is known to the current season, a belt dagger, 1d6 silver pennies, plus
welcome those Hillmen who wish to return to live in choose either a Palfrey or two items from the following
Isengard, where the Dunlendings long dwelt. Whether he list: 1d6 silver pennies, a hunting trap, a bespoke gaming
will remain a friend to the Dunlendings or he will prove set, or a decorative armband or choker.
to be no better than any other lord is a matter yet to be
settled… Dunlending Traits
Description Your Player-hero has certain traits deriving from your
Dunlendish ancestry.
The Riders of Rohan call the Hillmen Dunlendings, for
they are mostly swarthy, with dark hair and eyes. They Ability Score Increase – Your Wisdom score increases by
live a hard life in the empty lands west of the mountains, 1 and you may increase one additional ability score by 1.
roaming the Dunland Fells and the land between Isen
and Adorn accompanying their herds and shunning Adventuring Age – 16-30. Dunlendings often join
other folk. raiding parties from their 16th year, but sometimes set
out for adventure farther afield then instead. It is rare that
Men and women alike weave their hair in intricate braids, they adventure beyond their forties, returning instead to
and wear clothes of dull colours, as the Hillmen favour dyes life amongst their clan.
that allow them to blend easily with their surroundings.
The Dunlendings despise subtlety in speech, and they are Size – Dunlendings are shorter than their neighbours,
quick to take offence and slow to give their trust to anyone usually around 5 feet or so. Your size is Medium.
outside those who speak their own tongue.
Speed – Your base walking speed is 30 feet.
Dunlendish Names
Fierce Folk – The Hillmen of Dunland have been driven
The Folk of the Dunland Fells use names derived from from their rightful lands, hunted like animals, forced into
their own unique tongue. the hills, and all but forgotten. You gain proficiency in the
Survival skill.
Male Names: Aedin, Aurog, Banoc, Beolain, Cael,
Casferoch, Cuglas, Derc, Dumnoval, Emon, Etrer, Finsel, Starting Virtue – You gain one Dunlending Cultural
Imhar, Iolun, Lon, Madrach, Malduin, Nynren, Osair, Virtue of your choice.
Soroth, Talmach, Truis, Unthas, Veroch, Vron.
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Languages – You speak the ancestral language of You have no love whatsoever for Orcs or Evil Men, yet
Dunland and can make yourself understood in both the your elders have taught you how to approach them on
language of the Forgoil and heavily accented Westron. relatively good terms, as they say that when the world
is in shadow, help is found in the darkest places. If you
Strangers to All – Dunlendings view all strangers can approach servants of the Shadow before an armed
Askance, Mistrust the Rohirrim, and consider even confrontation becomes inevitable, you may interact with
other tribes in the Dunland as Neutral. When they them using the normal rules for Audiences. So long as you
chance to visit other lands, they are Mistrusted or keep Elves and Dwarves in your Company out of sight (or
Unknown at best. bound as ‘prisoners’) most Orcs, Bandits, and other foul
folk will not attack you without cause.
Cultural Virtues
A Secret Folk Additionally, if you are using the rules for the Eye of
Mordor (see Rivendell Region Guide, page 110), your Hunt
The Dunlendings fled and hid themselves… Modifier is -1 (subtract 1 from the Hunt score).
The other Free Folk call you savage and know little of your Ill Omen
ways, which is precisely as your people wish it to be. You
have embraced the land you have been given, becoming …many of the wild men paused, and looked back over their
one with the hills and woods, and you have learnt that it is
always wise to keep to your own counsel and look, ever, for shoulders to the valley, and some looked up doubtfully at the
betrayal from others. When you make a roll to avoid being
seen while outside or to detect an ambush, find a trap, or sky.
discover treachery in others, you always have Advantage
on the ability check. (This will most commonly be applied to The Forgoil say that the tongue of your folk is more akin to
Stealth, Perception, Investigation, Survival and Insight that of wild creatures than the speech of Men. They say so
checks). because they have forgotten what it means to be close to the
earth, and how to listen to the wind, or the rain. Your folk
Champion of the Hillmen hasn’t forgot, and you can at times receive useful tidings
from the sudden shift of the mountain breeze, or from the
Only in Dunland did Men of this race hold to their old speech cries of birds and beasts, or from their silences.
and manners… At night, you can make a DC 15 Intelligence (Riddle)
check to receive a sign, a foreshadowing of things to come
Adventuring outside the confines of your homeland has the next day. The knowledge you gain comes in the form of a
given you a different perspective from most members of your warning that you must interpret. If you succeed, you receive
kin. You have discovered a world that is indeed dangerous, 1 Omen die. If you succeed by 5 or more, you receive 2 Omen
but where warriors like you are judged by their own merits, dice. If you roll a natural 20, you receive 3 Omen dice. If you
not for the deeds of their ancestors. You have shaken off roll a natural 1, you receive a grim vision instead: you don’t
many of the false beliefs and superstitions of your folk and get any bonus dice and you are considered temporarily
you are ever eager to learn more, as one day you will return Miserable for the length of the following day.
to your land and bring back a treasure trove of information
for your clan to profit from. You become proficient in your A Omen die is a d4 and you can add it to any ability check,
choice of History, Lore or Shadow-lore and double your saving throw, or attack roll. Unused Omen dice are lost at
Proficiency Bonus for that skill. the end of the day (when you go to sleep or at midnight,
whichever comes first). It is up to you to provide the details
Grim of Aspect of the warning you received, but the Loremaster must
approve its application before you may proceed to use the
’Most of them were ordinary men, rather tall and dark Omen die. Generally, you do so when the opportunity to
use the Omen die arises (it is not necessary to explain the
haired, and grim but not particularly evil looking.’ warning when you make the Riddle check).
The path of your folk through history has been a bitter
one, filled with many enemies and many unlikely allies.
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A Folk with no Kings
Wild Onset can be wielded by you with one hand, allowing you to use
a shield as well. You cannot use a Great Shield, however.
’…the wild hillmen and herd-folk of Dunland … he loosed
Heart-seeker (Spear)
upon us. We were overmastered. The shield wall was broken.’
These spears are said to have been the prized possession
You have started to favour the bloody ways of the warlike of the first chieftains of the hillfolk, when terrible
clans of the highlands, who like to rush their enemies foes from beyond the Sea hunted the ancestors of the
headlong, without much concern for their own defence. Dunlendings. Their staves are carven with ancient runes
You can use your bonus action to impose Disadvantage of vengeance, and their broad heads are still encrusted
on your attack rolls until the end of your turn. If you with the heart’s blood of slain great warriors. When
succeed on an attack roll during this time, add twice your you attack a living Man with a Heart-seeker, a natural 1
Proficiency Bonus to your damage rolls. counts as a critical hit instead of a failure.
Cultural Heirlooms Spiral Armour (Leather Jerkin or Leather Corslet)
Great Forest Axe (Great Axe)
Engraved with the most sacred of all the ancient
The secret to make these great axes is so ancient that it symbols of the Dunlendings, this armour is said to give
has been lost forever. Some among your elders say that the greatest protection only to those worthy of it. You
the wood used to make them came from a forest that once add both your Dexterity modifier and your Wisdom
covered all your land, from the Misty Mountains to the modifier (to a maximum of +2) to your Armour Class.
distant sea. A Great Forest Axe is so well-balanced that it
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Rohan Region Guide
-ISENIGSENAGARRD D- H IistoHIrSTyORoYfOFsISeEnNgGAaRrDd
A strong and wonderful place was Isengard, and long it The building of Isengard began around the time of the
had been beautiful; and there great lords had dwelt, the Last Alliance of Men and Elves in the closing years of
wardens of Gondor upon the West, and wise men that the Second Age. It is believed that the Dúnedain raised
Orthanc to serve as a watchtower upon the northwestern
watched the stars. border of Gondor and the Royal Road that passed across
it, but many legends tell of how Isildur hid there many
Should a wanderer turn north upon the Fords of Isen and treasures brought out of Númenor, chief among them
make their way across the rolling hills and scattered trees being one of the seven palantíri, the Seeing-stone which
that dot the Gap of Rohan, they will soon find themselves would later be called the Orthanc-stone.
set before one of the great wonders of the Elder Days.
It is here that the Misty Mountains finally reach their The Days of the Wardens
end in a great circle of snow-capped spires. Set between
these peaks is the great valley currently known as Nan As centuries passed without open war, the Men of the
Curunír, the valley of Saruman, where the fortress of West turned to their own concerns in the north and
Isengard stands. the east. The plains beyond the White Mountains were
paid increasingly less attention, as was the fortress that
The Crag E guarded them. Peace was maintained for many long years
as the Men of Gondor stood watch over the Gap of Isen
through the vigilance of those who dwelt in the Hornburg
to the south and in Isengard to the north.
Isengard But as seasons passed into years, and years into centuries,
the eyes of the Men of the West turned eastward and
E northward, and the concerns of Calenardhon and Eriador
beyond came less and less to their mind. More foreign folk
Dol Baran CuNraunnir crossed the Isen from the west, to settle in the wide plains
east of the river. Indeed, at some time after the plague, in
E c the year 1636 of the Third Age, the gates of Orthanc were
sealed and the keys kept safe in Minas Tirith, the officials
Gap of Rohan Fords Westfold dwelling in the Ring of Isengard reduced to little more than
of Isen an honour guard.
c E a
The Coming of the Eorlingas
Grimslade
More centuries rolled on, and even the Númenórean
Isengard, once called Angrenost by its builders, is kings disappeared under the weight of time, leaving
ringed by a great barrier with only a single gate to serve a divided realm in the North and a kingdom ruled by
as an entrance into the domain of Saruman the White. stewards in the South. By the time the Sons of Eorl
Rising from the perfect centre of this ring is a structure came from the North to dwell in Calenardhon, the
of legendary craftsmanship that rises hundreds of feet Ring of Isengard had become the personal demesne
into the air: the Tower of Orthanc. No keep nor castle of local chieftains, passing their title from generation to
built in the Third Age can rival its glory, for Isengard generation.
was crafted by the exiles of Númenor thousands of
years ago. The Rohirrim dealt little with the folk of Isengard, as
it was too near to the dreaded Forest of Fangorn, and
wild rumours said that the lords of the Tower practised
sorcer y.
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Isengard
It was not until much later that treachery was revealed. only a powerful ally like a Wizard would prevent Orthanc
Déor, Lord of the Mark, discovered that the chieftains and its valley from falling into enemy hands once again.
who had once dwelt in Isengard had been betrayed or So then did Saruman receive the key of Orthanc, and
slaughtered by Wild Men and that now their number was permission to dwell within it as its warden.
very great, as they had built villages east and west of the
circle of Isengard. The fortress itself was in their hands, Recent Years
and while the king overcame the wild Hillmen in battle,
there was nothing he could do to free it of their presence. For over a century following his arrival at Isengard, the
Isengard remained under the control of the hillmen until White Wizard maintained good relations with Gondor,
the Long Winter of 2758, when they were finally driven frequently visiting Minas Tirith to consult ancient
out by starvation and defeated by Fréaláf King. records. With time the Wizard’s visits slowed, then
ceased. In the year 2953, Saruman seized Isengard as
The Days of the Wizard his own, no longer beholden to the Steward. In the early
days of Thengel King’s reign, secret works of renovation
In the spring of the year 2759, Saruman the White offered and fortification began.
his help to Gondor and Rohan. He proposed to enter
Isengard with leave from both Fréaláf King and Beren the The Tale of Years – Isengard
Steward and repair it, to restore its place as an outpost
and watchtower. Both lords readily agreed, knowing that In The Lord of the Rings, when Gandalf the Grey comes
to visit Saruman in the year 3018, he finds Isengard
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The Doom of Curunír
The Tale of Years offered below delineates the facts as they will develop if the fate of Saruman follows the
established canon: the power of Isengard will rise to challenge even the Dark Tower, to then fall before the
unpredictable twists of fate and the deeds of a company of heroes.
But does it have to be so? Which are the turning points that dictate the doom of such a wise individual like
Saruman the Wise? Can the White Wizard make different choices and be saved? When is it too late to turn
back?
These are questions that may find different answers in different games of Adventures in Middle-earth. As
always, every Loremaster must keep in mind that their players are the heroes of the story and that it might
be within their power to affect those events that in The Lord of the Rings determine the fall of Saruman.
Of course, they will need to become aware the White Wizard is turning to shadow in the first place, and
they might utterly fail in accomplishing anything and die in the attempt, or fall themselves into darkness
as loyal servants of the White Hand.
While saving the White Wizard from himself is a legendary task that is worthy of a chronicle lasting many
years, all it takes is the willingness to deviate drastically from canon, accepting all the consequences that
will inevitably accumulate year after year.
transformed into a place of torment, an imitation of the the weaknesses and strengths of the new Lord of
Dark Tower of Sauron. When did Saruman start to twist the Mark.
the wonder that was Isengard to his corrupted purposes?
● Year 2990. Saruman starts manipulating bands
The following chronology highlights some of the of great Uruks into harassing the Westemnet
meaningful dates in the darkening of Isengard. of Rohan. In the following decades, he secretly
employs and supports more and more Orcs.
● Year 2953. Thengel crowned King of the Mark.
Saruman becomes the sole Lord of Isengard. ● Years 2990-3000. The White Wizard first considers,
He mans the gates with guards and stops then initiates experimenting, with the ‘special
welcoming strangers. Works of fortification and breeding’ of Orcs in the deepest pits under Isengard.
renovation mainly concerning the ring-wall are
commenced. ● Year 3000. Saruman dares to gaze upon Barad-dûr
using the palantír of Orthanc. The Eye of Sauron
● Year 2960. A plan of extensive excavations under traps him and holds him. The corruption of
the inner courtyard starts. Saruman says he has Isengard accelerates, Saruman starts planning the
found iron deposits under Orthanc. ruin of Rohan and sends more Orcs and labourers
to Fangorn to cut trees and feed his furnaces.
● Year 2965. By this time the secret forges of THE WIZARD’S DOMAIN
Isengard are in full activity.
The Wizard’s Domain
● Year 2980. Théoden succeeds Thengel as King of
Rohan. Saruman sends gifts and spies to assess Nan Curunír is a deep cleft opening by the feet of the Misty
Mountains. Its long arms stretch to the south, and the
land slopes downward from the Ring of Isengard towards
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Isengard
the Gap of Rohan. It is a fair and green valley, with rolling The watercourse is cold and swift, and its riverbed is
hills and light forests offering a stark contrast to the black cut deep into the soil of the Wizard’s Vale. Animals are
walls of the mountain range. plentiful here, for none hunt along the river so far north.
The Rohirrim that guard the Fords of the Isen hold many
The river Isen flows through the valley in its deep-cloven superstitions regarding the forbidding walls of Isengard,
bed, made fast by the many streams that flow down from and they pass north along the river only under strict
the foothills of the mountains. Along the Isen runs a paved orders from the king or one of the Marshals of the Mark.
road that follows the watercourse from where the great
West Road crosses it at the Fords of Isen, up to the circle Other denizens of the vale profit from the reluctance of
of Isengard. the king’s men to extend their watch so far north. Small
tribes of Hillmen related to the Dunlendings dwell in this
The Wizard’s Vale is vibrant with life, year round. Even sheltered land, never settling permanently in one place,
when the cold winds of winter blow down from the Last but travelling up and down the banks of the river, hunting
Peak of the Misty Mountains, the plants and animals and fishing. They claim to be the descendants of those folk
of the vale thrive. Huge stags and graceful fawns run that ruled last over the Wizard’s Vale, before the Horse-
beneath the trees, and large flocks of ravens and thrushes lords chased them away two hundred years ago. Saruman
roost within their branches. Despite the abundant wildlife, does not know if the claim is a valid one, but he did not
the Wizard’s Vale remains peaceful. oppose them when they started to return decades ago.
Herders and hunters from the Mark say that these woods The Hillmen of the upper Isen are a fierce folk, like their
are kept verdant by the enchantments of the White Wizard, western brethren, but they are few in number. So far
who tended its trees ever since his coming. Indeed, though they have been careful not to stir the wrath of the Second
the forests of Nan Curunír are small compared to nearby Marshal of the Mark, never openly pushing as far south
Fangorn, or especially Mirkwood to the north, they are as the Fords of Isen, but on several occasions they harried
still regarded as blessed by those who cherish the earth. travellers that they spied after dark on the road to
Isengard. To ensure the safety of those who come to seek
Combat Scenery: birdsong (until 2990), fallen trees, his counsel, Saruman the Wise has recently resolved to
paths, river shallows, roar of water, thickets of trees, take the matter upon himself, and no more attacks have
varied slopes occurred for a while now.
Dol Baran Yet, some in the Mark now say that those who take rest
near the Wizard’s Vale at the close of day risk vanishing
A few miles before the circle of Isengard, a round hill rises in the night, leaving no trace. The Wizard of Orthanc has
to the west of the road. No trees grow upon it; instead, it is dismissed these rumours as idle concerns from a people
covered with heather and encircled by thick thornbushes, who would find any reason to make war, and bids the
tall as trees. Its name was of old Dol Baran, the ‘brown Men of the Mark to hold to the virtues of patience and
hill’, or the ‘shaven hill’, no one today remembers exactly. peace instead. Though none dare question the wisdom of
Saruman, some fear he has been deceived by the Hillmen
In late summer the hill becomes crowned with many for his kindness.
flowers, which paint its top in pale purple or white.
Local herders who bring their flocks to graze in the The Mountains of the Vale
nearby dales say that, when the heather flowers in
white on Dol Baran, then it means that the Wizard of The strongest fortification of Isengard is not its ring-wall,
Orthanc is pleased. nor the Tower of Orthanc itself, but the black walls of the
southern spurs of the Misty Mountains that mark the
The Men of the Isen borders of the realm of the White Wizard on all but its
south side. The crowning jewel of the encircling range
Travellers wishing to reach Isengard need only follow the lies beyond the northern end of Nan Curunír: it is tall
paved road that runs along the Isen as it turns north.
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Rohan Region Guide
Methedras, the last mountain, whose green roots dig deep The Ring-wall of Isengard
into Fangorn to the east, and whose white head can be
seen from miles away in all directions. Where the road leading to the circle of Isengard leaves
the river Isen to turn to the northwest, it becomes a
Many small dales open at the feet of the mountains, wide paved street. Here many workers have toiled for
and hundreds of fissures and caves open on their sides, Saruman, cutting and squaring great flat stones quarried
where beasts are said to make their hidden homes. from the mountains, and laying them with skill. The road
Most dwell in harmony among the ancient trees of Nan progresses on its westerly course until it reaches a great
Curunír; bears slumber in their caverns in winter and circle of stone standing against the face of the mountain
birds nest in the nooks and crannies of stone. Indeed, beyond: the ring-wall of Isengard.
the long shadows and cool waters make this a place of
peace for all such creatures who find their way here, as More akin to a vast, natural cliffside than to the work of
the Wild Wolves of the Hithaeglir do not venture into Men, the ring-wall is a full mile wide. It runs out of the
the valley. mountain-side and returns to it, encircling the Tower of
Orthanc as a first formidable line of defence. No force or
In recent years, the riders of Éogar, the Second Marshal of cunning device available to the Free Peoples of Middle-
the Mark, have started to suspect that Wargs are hiding earth today could open a breach in the black rock of
among the wolf packs of the mountains surrounding the ring-wall, nor conceive the mighty works that were
Isengard, as they have found strange tracks along the necessary to raise it, if the circle of stone was indeed ever
eastern banks of the Isen. Saruman has sent word that the raised by Men. It is nearly one hundred feet high and
farmers and herders of Westemnet have nothing to fear, equally thick, and only one gate interrupts its perimeter,
for he has personally undertaken to keep watch along the a great archway opening where the circle faces south.
mountains’ edge. Still, many in the Gap of Rohan hear
howls in the small watches before sunrise that don’t arise The arch leads to a long tunnel, dug into the black rock
from wolves. of the wall and closed at either end with tall, iron doors.
Newly wrought, both outer and inner gates are set on their
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Isengard
great hinges with such precision that when unbarred they on horseback may ride four abreast. Iron sconces line
can be opened by a single man effortlessly and silently, the wall, but the torches within them seem to offer only
letting Saruman come and go at his will. flickering shadows instead of illumination.
The outer gates are flanked by two towers that can only be A wide door is set into the western wall half-way into the
accessed from within the ring-wall. Several low windows passage, at the top of a stair. It leads to the main guard
and arrow-slits betray the presence of the keepers of the gates room serving the entrance, where the gatekeepers in the
manning the guardrooms inside the towers, people chosen service of the White Wizard store arms and armour,
among the most faithful servants of the White Wizard. prepare their meals, and take rest. A large table ringed
with stools is set next to a great hearth built into the wall
The entrance tunnel runs the full width of the ring-wall of the guard house. Several windows open to the interior
and rises half as high. So wide is the passage that folk of the entrance tunnel.
Entering Isengard
‘Late one evening I came to the gate, like a great arch in the wall of rock; and it was strongly guarded.
But the keepers of the gate were on the watch for me and told me that Saruman awaited me.’
Saruman has never been particularly fond of visitors in the two centuries of his residence in Isengard, and
his need for secrecy becomes of paramount importance as his descent into darkness progresses.
After the meeting in Rivendell of the White Council in the year 2953, Saruman stops welcoming unexpected
guests altogether. Any stranger who comes knocking at his door will be turned away by his guards at the
gates of the ring-wall. If Saruman wishes to confer with anyone he has never met before, he will send a
messenger to summon them.
● Companions who have never met Saruman and who wish to enter Isengard for the first time must
be accompanied by someone who has access to it — either a fellow Wizard or another patron of
note — or be escorted by one of Saruman’s emissaries. Otherwise, they will be refused admittance.
● Adventurers who have already met Saruman will have had to take him as a patron (see page 129).
Their names are known to the keepers of the gate and thus they are allowed to enter the inner courtyard.
● Heroes who have been allowed to take the Receive Title (Emissary of Saruman) Fellowship phase
undertaking are immediately led to the presence of the Wizard, in the Tower of Orthanc.
As the years pass, Saruman grows ever more secluded. His plots become too intricate to be made public, and
his secrets too dark. In a game following the canonical tale of years, after the year 2990 access to the
circle of Isengard is prohibited to most (see also the White Lies and Black Treachery on pages page 113).
● Companions who have the White Wizard as a patron are only allowed to enter at
night (when the changes he is making to the fortress can be disguised more easily).
Heroes who are emissaries of Saruman can enter by day, but are briskly led to Orthanc. If they notice
anything amiss, they will be given explanations containing a level of truth proportionate to their loyalty to
Saruman. See also the Things to do While in Isengard on page 128 for more details.
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Rohan Region Guide
A winding stone staircase leads from the guard room up to Saruman enforces a rigid hierarchy among his folk, and
a great walk that runs the length of the ring-wall, offering he encourages a spirit of competitiveness by giving gifts
a magnificent vista of the circle plain beyond, dominated and luxuries to those he favours, and punishing those who
by the Tower of Orthanc rising in its middle. Hundreds of disappoint him. In general, his servants are exceedingly
windows and doors are set along the inner side of the ring proud of being in service to the wisest of the Wise and they
wall, as its inside is dug with countless chambers, halls, are utterly and completely devoted to him. They would do
and passages. The majority of these dwelling-places are anything for the Wizard of Orthanc. Anything.
still deserted, for the fortress was built to accommodate
occupants in the thousands, and while the White Wizard While Saruman is an exacting master, up to the year 2990
is letting in more and more people into Isengard every year his requests have never been much different from those
as his servants and aides, they only count in the hundreds of any other mighty lord. But as his descent into darkness
of individuals. accelerates, the moment when he will ask his faithful
servants to do something unspeakable draws near.
The Folk of Isengard
Tunnels and Passages
In addition to those he is letting in for the accomplishment
of his great works, Saruman has many Men that are A maze of intertwined passageways dug in the black rock
permanently in his service and that are entrusted with of the ring-wall connects every hollow of its perimeter in
guarding the gates, tending his gardens, hunting and an intricate network, but many large and heavy doors of
fishing and cooking for him, and generally accomplishing wood or stone can be locked or barred to limit the access
all the domestic tasks that a large household like to certain locations. The keys of those doors are entrusted
Isengard requires. The Wizard took residence in Orthanc to the doorwardens, personal servants chosen exclusively
two hundred years ago, and there are families among from among those families who have been part of
his servants that have been in Isengard for so many Saruman’s household since his arrival in Isengard.
generations that to them it feels like they have always been
with him. The doorwardens bear iron rings with dozens of keys of
varying sizes, many of which appear to be identical. Each
The blood of the folk of Isengard is akin to that of the doorwarden knows exactly which locks their varying keys
denizens of Dunland and to that of the ancient wardens of fit, but a thief would be hard pressed to tell them apart.
Isengard, but they have no traditions or tales hearkening The most trusted among them are charged also with
back to that distant origin, save for their speech, an older important accounting tasks, and keep ledgers registering
variation of the ancient language of the Dunlendings, all goods and resources that enter or leave the domain of
whose use Saruman preserved to keep his communications the Wizard.
with them as safe from curious ears as possible.
Servants found guilty of theft or failing to satisfy the
The folk of Isengard are composed of only a handful of requirements of their appointed tasks are quickly
families of closely related individuals, never counting dismissed from service and ushered out of Isengard,
more than two or three dozen. Saruman himself must never to return. Saruman ill suffers any form of
approve all marriages and new births, and he does not betrayal, no matter how petty, for he believes that, in
look favourably upon the addition of new elements from even the smallest actions, one’s true intentions may be
other communities. No one has ever defied his rules, for discerned.
every member of the folk of Isengard knows that, as long
as they obey their master, they will enjoy his protection. Granaries, Stables, and Dormitories
Rarely has an infant or mother died in childbirth in
Isengard, and no servant of Saruman has ever died of Numerous chambers of the ring-wall have been put to use
any sickness. as warehouses, granaries, and stables. Others have been
renovated and turned into workshops or dormitories for
Theirs is truly a blessed life. the many artisans Saruman is currently employing for his
ongoing works of restoration. Whether they are labourers,
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Isengard
smiths, stable-hands, cooks, or guards, they all reside way to Isengard, as open gifts to the wisest of counsellors,
within the ring-wall. Saruman does not believe in luxuries or as the result of secret dealings. Whether they be bolts
for his servants; all are given simple accommodations, of precious cloth, pale gems, stocks of rare timbers and
including a straw bed on a wood frame and a place within stone, or the choicest cheeses or wines, all is kept in the
the dormitories. great storehouses of the ring-wall.
Private Rooms Many servants attend to these places, regularly seeing
to their organisation and disposing of anything that
Visitors and guests of the White Wizard who are not given might have become spoiled with time or worn with
access to the Tower of Orthanc may be given a room to usage. Saruman takes great pride in showing his great
sleep in inside the ring-wall. Simple but comfortable, treasure of goods to visitors, and guests worthy of it are
these rooms are locked at night by the doorwardens treated to the most exotic dainties in his larders, like a
of Isengard, and reopened at the break of dawn. All the taste of his best wines from Dorwinion or the honey-
private chambers are set into the southwestern section of cakes of the Beornings.
the ring-wall, close to its gates.
Armouries Treasuries
Among the restricted areas are the armouries of Though it is said that Saruman keeps his greatest
Isengard. It is here that Saruman keeps the war gear treasure behind the impenetrable walls of Orthanc,
that he found stockpiled in the fortress when he first some chambers of the ring-wall are protected by great
entered it. A great store of steel swords and hauberks, stone doors that are kept always closed and can be
bows and arrows, horse-barding, helms, and shields only opened using keys carried by the most trusted
has lain undisturbed for centuries, as the Hillmen that doorwardens of Isengard.
supplanted the wardens of Isengard never penetrated
many of its most secret recesses. Behind these doors Saruman keeps a treasure in gold and
gems, a vast wealth that the Wizard has accumulated in
In recent years, Saruman has started to employ this over two centuries of cunning dealings with Gondor and
wealth of weaponry, entrusting favoured servants with Rohan. Though he has no interest whatsoever in the idle
a selection of choice pieces of equipment. The White accumulation of wealth, Saruman acknowledges the
Wizard has long studied the techniques that the Men powerful effect that gold has on the mind of most Men
of the West used in the forging of such good blades and and he is considering enlarging his hoard by hiring
armour, and his blacksmiths have begun to secretly adventurers to recover the many other precious things,
replicate their manufacture in the forges and furnaces ancient and beautiful, that lie buried under the many
beneath the inner circle of Isengard. The armouries of mounds and tombs that cover the land.
Saruman are kept under lock and key, and constantly
guarded. No visitors are normally allowed to enter them, Outside (and inside) of Isengard the rumours concerning
and even their existence is kept as secret as possible. the treasures of the Wizard abound. Stories tell of hoards
When war comes to Isengard, the White Wizard will not of gold to make a Dragon writhe with envy, others
be caught unprepared. speak of piles of gems so beautiful that Dwarves and
Elves could start a war for their possession. Whatever
Storehouses the nature of the riches of Saruman, the treasuries
are the most secure chambers outside of the Tower
A large number of the chambers set within the ring-wall of Orthanc itself. It is said that strong incantations
are dedicated to storage. All manner of things are housed of protection are laid upon their doors, and that any
there, the testimony of decades of trading across Eriador, who would dare break their magical wards fall under a
Wilderland, Rohan, and Gondor. Saruman sends many terrible enchantment of the mind. None in Isengard or
messengers abroad all year round, and he has personally elsewhere know if such rumours are true, and no one is
paid visits to the courts of many kings and chieftains. The eager to find out for themselves.
result is a constant flow of goods that slowly make their
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Rohan Region Guide
Burglars in Isengard lined by tall trees, placed to provide exactly the right
amount of shade.
No adventurer worth their status would dare to steal But the great works of the White Wizard have only just
from Saruman, the wisest of the Wise, but it is possible begun. In the year 2953, he began to consider the defence of
that in time the companions will find reasons to doubt his fortress in earnest. Labourers were set to diverting many
the reputation of the Wizard and become interested of the small watercourses that entered the circle of Isengard
in having a look in his treasure chambers, given the from the mountain-side. By cunning devices, Saruman
chance. channelled their waters underground, harnessing their
power to feed hidden wheels, which drive mechanisms
To enter the treasuries of Isengard is impossible under of his own devising. As a result, the lake of Isengard has
most circumstances, but Saruman might be interested shrunk considerably and some of the orchards on the
in letting burglars think they have succeeded. Perhaps northwestern side of the circle have withered.
a different Wizard with a fondness for burglars may
wish to acquire something from the White Wizard’s Moreover, Saruman ordered the widening of the avenue
vaults without his knowledge… connecting the stair of Orthanc to the great gate of the
ring-wall, felling many ancient trees and quarrying large
In game terms, the treasuries count as a hoard rated at slabs of dark stone from the mountains to pave it.
500** (see page 91 of Rivendell Region Guide). Any
magical treasure found therein is likely to be no more The Underground Forges
valuable than a Precious Object or Wondrous Artefact,
unless the discovery of a magical weapon or armour is The greatest effort of the White Wizard in changing
indeed what the White Wizard intended all along. Isengard is still ongoing, and it is not visible. The majority
of Saruman’s labourers are toiling under the earth, as they
Most locks will be DC 20 or higher and there is are busy delving shafts in the rocky soil beneath the plain
every chance of fiendish traps that await the unwary: of Isengard, passages that lead to a complex of natural
poisoned needles inside lock mechanisms, doors that caverns that the Wizard located far below.
can only be opened from one side, those that trigger a
mechanism that causes ceilings to lower or readies a The majority of these shafts surface where the withered
trap-door that will open once a thief steps onto it, and orchards stood, behind the tower, so that a visitor coming to
more. Orthanc would not immediately notice that anything is amiss
in its beautiful gardens. Moreover, should anyone become
The Inner Courtyard aware of the undergoing excavations, Saruman will be quick
to explain that he has found valuable deposits of iron under
The great courtyard set within the ring-wall of Isengard is the circle of Isengard, a treasure that he will be ready to share
a circle plain a mile wide, slightly concave, like a shallow with his friends and allies as soon as he is able to exploit it.
basin. At its centre rises the Tower of Orthanc, like the hub of
a great wheel. Eight avenues spring from the foot of the tower The truth is that Saruman really has found iron deposits,
to reach the rim of the circle. Green grass grows between but many of his servants have already been sent to mine
the paths, among groves of trees and fruitful orchards. To the iron ore and put it to good use.
the north of Orthanc is a placid lake, fed by many streams
flowing down from the mountains to the northwest. Countless workers already toil under Isengard. By the
year 2965 an ever-growing network of passages will exist
When Saruman entered Isengard two centuries ago, the beneath the circle plain, frantic with activity. Where now
Tower of Orthanc rose from a nearly impenetrable sea there are separate workshops, there will be passages of
of trees and wild plants. It took many years to bend the seemingly endless depths connecting the marshalling
untamed wood to his well-ordered mind. Now, the inner rooms and secret forges where Saruman’s blacksmiths
circle of Isengard is a bountiful garden, with avenues already work at expanding the armouries of Isengard.
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Isengard
White Lies Black Treachery
Depending on when the companions set their eyes on Around the year 2990, the Lord of Isengard
Isengard, they might notice smoke hanging over the manipulates a number of war-bands of great Uruks
Tower of Orthanc like ominous clouds. If they return into attacking and raiding Rohan from the Misty
to the fortress on a regular basis, they will certainly Mountains. Recognising their usefulness in his ever-
realise that the gardens of Saruman are slowly but darkening designs, in the following years Saruman
steadily diminishing in size, as more and more trees invites more Orcs to dwell in secret dens among the
are felled to be burned in the furnaces. cliffs of tall Methedras. By the year 3000, the
White Wizard is actively training and equipping
Should they inquire about any of it, Saruman will Orcs with weapons and armour manufactured in the
quickly and easily dismiss their concerns, attributing furnaces of Isengard.
the smoke clouds to the effect of hidden vents working
under Orthanc and created by its ancient engineers, But Saruman’s treachery turns to a true black evil
or justifying the felling of the trees to the necessity when he endeavours to breed a new kind of warrior, in
of building houses for the growing community an attempt to improve over the wicked efforts of the
of Hillmen the Wizard is mercifully receiving in Dark Lord himself. Unfortunately, he succeeds: Man-
his domain. No matter how grievous his failings high and straight backed, but with the cruel savagery
might appear to the companions at first, Saruman and countenance of Goblins, Saruman’s Half-orcs and
will always be able to turn their impressions or Goblin-men are larger than most Orcs, stronger and
accusations on their head. faster, and utterly loyal to the Wizard of Orthanc.
After the year 2990, Saruman cannot let anyone The dark pits where these abominations are bred lie
who is not a sworn servant of the White Hand see far down below Orthanc, even deeper than the forges
what lies beneath the ground in Isengard. If he cannot of Isengard, and Saruman keeps their location a
keep his secrets safe using peaceful means, he will not secret. As it is not known exactly when Saruman
hesitate to resort to more questionable solutions. begins mustering his army, individual Loremasters
may introduce the strange allies and creations of the
The Gaol Wizard when they see fit.
Saruman has set his will to understanding the mind and However, if they wish to hold closely to canon, it
methods of the Enemy above all things. He believes that must be considered that the existence of an army of
it is only through understanding its very devices that Isengard was not known by anyone until the War
victory can be achieved. To this end, those who serve the of the Ring. It is very likely though that smaller
White Wizard are commanded not to slay the agents of groups of Orcs or other creatures were employed
the Enemy, but to take them into custody and bring these by Saruman before that time: Bill Ferny’s squint-
minions before him. eyed companion from The Lord of the Rings was
probably a Goblin-man that was not particularly
To this end, Saruman has built a gaol under the inner evil-looking. (See page 134 for more about the
courtyard where his prisoners must be brought and various cruel creations of Saruman).
chained. This is a wide, arched subterranean chamber,
dug above a series of hundreds of small vaults accessible Saruman is known to spend long hours walking in the wide
only through slight openings on their ceiling, and shut chamber above the cells, speaking to his prisoners and
using heavy lids of hammered iron and sturdy locks. patiently listening to their pleas, threats, and curses. The
Each cell may contain only one prisoner, who is kept in White Wizard has learned many things about the Enemy
the dark at all times.
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Rohan Region Guide
this way, and his voice has turned many minions of the to blade, stone, fire, or piercing blow: no weapon that
Dark Lord into potential servitors of the Tower of Orthanc, was ever set against it has left the slightest mark on the
should Saruman resolve to employ such dangerous tools. Orthanc-rock.
The Tower of Orthanc Those who come to stand before Orthanc are overcome
by awe and dread, marvelling at its ageless majesty.
Rising from the centre of the circle of Isengard is the Indeed, the name Orthanc has a dual meaning. In the
formidable Tower of Orthanc. More than five hundred feet Sindarin tongue of the Elves it means ‘Mount Fang’,
in height, it is only matched in splendour by the city of Minas while in the language of the Riddermark it is taken to
Tirith far to the south. Its gleaming walls do not seem built mean ‘Cunning Mind’.
by Men, but appear as if four pillars of black stone cut with
many facets were joined into a single glimmering spear of The Stair of Saruman
rock. At its top, a stone spike rises from each of the pillars,
like the prongs of a four-horned crown. A broad stair with 27 steps is cut into the black stone of
the eastern side of the tower, leading to the only visible
What ancient craft or wizardry its builders employed in entrance into Orthanc. Though wide enough to let in
the shaping of Orthanc is now lost to the ages, but by their several doughty warriors side-by-side, the great door has
labours the smooth walls of the tower are invulnerable never admitted so many. Its plain surface does not bear
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Isengard
any marking or sigil and offers no handle or knocker, and White Council to have their meetings, but later resolved
if barred cannot be opened save by he who bears the Key of not to have the Wise feel entitled to enter Orthanc too
Orthanc: Saruman the Wise. Under most circumstances, freely. Still, cups of gold and cutlery of silver set upon a
the door of Orthanc is left open during the day, to allow single long running cloth of gleaming ivory are always
for the coming and going of Saruman’s personal servants. ready upon the table, but are never used.
This notwithstanding, no one has ever dared to cross its
threshold without leave from the Master of Isengard. Kitchens and Lower Chambers
The Lower Balcony Set about the walls of the grand hall are a number of
smaller wooden doors that lead to the lesser chambers
There are many deep-set windows along all the faces of of the lower floors of Orthanc. Here lie several kitchens
the tower, at regular intervals. The first window above the with deep hearths and cool, well-provisioned pantries.
door opens upon a balcony with an iron railing. Saruman Other passages lead to empty and deserted parlours
appears at the balcony when he addresses those who and studies, where those who once dwelt within Orthanc
come to Isengard seeking an audience, but who are not found peace and comfort.
permitted entry to the tower.
A small number of rooms are still used by some among
Like the door below it, the lower balcony itself is set the highest-ranking servants of Saruman, especially those
between two of the four rising stone spires of the tower, messengers and emissaries who only stay in Isengard for
and can often pass unnoticed to unwary eyes, until the a few months of the year, to then leave on errands for their
White Wizard lets his voice ring down upon all who master, but most lie undisturbed and gathering dust.
come before his doors. The balcony is accessed from the
scriptorium. Right under the grand hall is a circular chamber with a
low domed ceiling, not higher than ten feet at its highest
The Grand Hall point. An octagonal hole gapes in its centre, the opening
of a shaft sinking deep underground. The vault itself lies
Few outside his fellow Wizards have received both a several feet beneath the base of the tower, and there are
summons from Saruman the White and are granted leave no windows to break the impenetrable darkness that
to enter his tower. Those who cross the threshold feel the reigns here. A low hum can be felt rising from the ground
weight of the honour they have been given when their eyes of the chamber, and a vague heat rises from the seemingly
adjust to the gloom and they see the majesty of the grand bottomless octagonal opening on the floor.
hall of Orthanc.
This is a vast octagonal chamber almost one hundred feet The purpose of this underground chamber is lost to the
wide, filled with dense, spiralling columns. Its vaulted ages, and Saruman himself cannot guess it. Nonetheless,
ceiling is so tall it can only be glimpsed by the keen- the Wizard can clearly perceive a latent power, an energy
eyed. The polished columns and floor reflect the light he intends to tap for future endeavours, especially those
filtering from the outside like mirrors of black glass, and concerning his studies on Ring-making. To this aim,
multiply the blaze of the torches that hang from great iron Saruman is preparing an expedition to the libraries of
sconces. Hundreds of lines cut into the stone floor weave a Minas Tirith, where many records of the ancient days are
geometrical fret across the hall, then wind around the base kept in scrolls and books. Whether he will go there himself
of the pillars to spiral upwards toward the darkened ceiling. or entrust this delicate matter on some trusted emissary is
something he has yet to decide.
At the centre of the chamber is a wooden table that runs
nearly half the length of the room. Almost as dark as the The Hidden Forge
rock floor of the hall, it stands on three massive legs and
is ringed by many chairs made of the same dark wood In the Elvish tongue, Saruman is known as Curunír,
and set with white cushions. It is around this table that which means ‘Man of Skill’. This is a name not given in
Saruman initially intended to invite the members of the idle kindness, for, in addition to his wisdom, Saruman
possesses a great cunning in all the applications of smith-
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Rohan Region Guide
craft. Recognising the gift of the craftsman to be one of the the topmost ledges can be reached only by making use of
blessings of the Free Peoples, Saruman spent many long ladders that are set about the room.
years studying the art of metalworking among Men, Elves,
and Dwarves, until he mastered all their techniques. A writing desk lies close to the tall window opening on the
lower balcony. Above it hang many lanterns and candles,
Now the White Wizard does not practice his art as a smith a testimony to the nocturnal writing habits of Saruman
openly, but exclusively within the walls of a hidden forge, the Wise. Pots of ink, newly cut pens, and a supply of
located somewhere among the foundations of Orthanc or stretched parchment lie close at hand.
in some high and hidden place. For no one in Isengard
knows its whereabouts, though in the small watches of the At the centre of the chamber is a great chair of carved
night a distant sound of hammer upon anvil can be heard wood, almost a throne. It is placed atop a low platform, so
from the inner courtyard. that its high back rises even higher above anyone standing
in front of it. Saruman sits here when he is listening to the
The Rising Stair daily reports of his chief servants, patiently giving detailed
instructions to each and every one of them.
Opening on the northern wall of the grand hall is a tall
and narrow iron gate. Here Saruman often issues orders In a darkened corner, above an iron lectern, lies a
to servants who stand before it, as by some art he can prodigiously large tome, bound in dark leathers. It is so
make his voice issue from any gate in Orthanc or within large that a single person could not lift it alone and it
the circle of Isengard as if he was standing behind it. is nearly a foot thick. Its vellum pages are yellowed and
cracked and filled mainly with Saruman’s spidery script.
No one but the closest servants of the White Wizard may While ominous in appearance, the tome is only a record
open this iron door, and any visitor allowed to pass it must and index of the day-to-day activities necessary for the
always be accompanied by a doorwarden or a guard. upkeep of Isengard, compiled using many abbreviations
Behind it rises a steep stair, spiralling upward towards the and acronyms known only to the White Wizard.
high chambers of Orthanc.
Light fills it through many small windows, multiplied by Old and wizened Bocaern is the trusted keeper of
the polished stone surfaces. Access to the topmost floors Saruman’s scriptorium, attending to the Wizard’s needs
of Orthanc is achieved by many iron gates opening at when Saruman is present (see page 129).
regular intervals along the rising stair as it ascends.
The High Servants’ Quarters
The doors that lead to the lowest of these chambers
can be opened by any who would offer a gentle push, Those agents that Saruman sends to faraway lands on
but the higher one climbs the more often they find that official errands are among his most trusted servants, folk
chambers have been sealed away, only to be opened by of superior talents and bearing. They are mostly picked
the Key of Orthanc. personally by the White Wizard from the oldest families of
the folk of Isengard or among the most promising youths
The Scriptorium of the clans of Dunland, and are trained in the fine arts of
courtesy and diplomacy.
Just above the grand hall is the scriptorium, Saruman’s
lesser study. The White Wizard comes here to confer Saruman inspects many potential candidates every year,
with his emissaries and aides, and to meditate on but ends up discarding most of them when they prove not
issues concerning the stewardship of his domain. Tall to be up to the tasks he has in mind for them. The rare
bookshelves stand against the walls, the work of the best few who do not fail him become the eyes and tongue of
artisans in Edoras. A hoard of scrolls of parchment and the Lord of Isengard beyond his boundaries, and are sent
bound books of lore lie upon them, mostly dealing with away for most of a year to serve openly as messengers
matters of geography and the politics of Calenardhon. and envoys, or secretly as spies (the character of Uathach
Indeed, the bookshelves are so tall that the scrolls kept on of Tharbad from the adventure The Company of the
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Isengard
Wain contained in the supplement Eriador Adventures lore holds lost accounts of the Elder Days, records taken
and Drustan the messenger of Isengard featured in the from lairs and fortresses where servants of the Enemy
Mirkwood Campaign are two examples of how Saruman once dwelt, books containing rituals for worshipping the
employs his best agents around Eriador and Wilderland). dark powers, and even more terrible things, but even the
very wise can only guess at what his library may hold, for
When his agents are not abroad, they are allowed to stay Saruman speaks of what is stored here to no one. What
in Orthanc, in the high servants’ quarters. These are lavish is known to the Wise is that the White Wizard is a master
accommodations when compared to the dormitories of Ring-lore, the eminent scholar of the age on all matters
of the ring-wall, as each occupant is given a private regarding the Rings of Power, and it is surely in his library
chamber complete with a fine feather bed and great stone that such knowledge is kept.
hearth. Unless their mission requires that they hide their
allegiance to Saruman, when they leave Isengard, they The Rookery
are equipped with arms of superior quality and the finest
steeds the stables have to offer. High in the Tower of Orthanc is a vaulted chamber with
tall and narrow windows opening into the northern
The Library wall. It is lined with iron cages, wooden perches, and
a floor strewn with straw. The constant screaming of
The library of Orthanc is the inner sanctum of the hawks and the cawing of large crows drowns out the
fortress of Saruman, the place where the White Wizard sounds of other birds that dwell here in the rookery of
studies the most delicate matter of all, the mission he Isengard.
was sent to Middle-earth to accomplish: the long fight
against the Enemy. No servant is allowed to enter here Saruman has long used birds to send messages to
alone, as this is the only place where Saruman lets his distant realms. From Dale to Gondor, the word of the
thoughts wander, free to contemplate all devices useful White Wizard can be quickly read across Middle-earth.
to defeat the Dark Lord, including expedients that might In recent years, Saruman has taken to using hawks and
appear treacherous to the eyes of lesser folk. For Saruman crows not to communicate, but to watch over his domain
knows that there are matters that cannot be discussed and the nearby lands. Those birds are swift and keen-
openly, deep things that are beyond the comprehension eyed, and well-suited in their cunning to the temper of
of those he and the other Wise are meant to protect. the Wizard.
To further his hallowed goal, Saruman has gathered here Much to the surprise of Gandalf the Grey, Saruman has
innumerable texts written using any script known to Men, not sought the aid of Radagast the Brown in training such
Dwarves, and Elves, and including many whose art and birds, but instead relies on a Dunlending who has left
origin have been lost. These scrolls, books, and rolls of his hills to serve the White Wizard. Indeed, this master
parchment are kept in many recesses cut in the black of falconry has served his new lord well, and the rookery
rock of the walls. The White Wizard spends long hours now contains a large number of crebain, the large crows
here poring over half-erased fragments of parchment and native to Dunland and Fangorn.
cyphered codices, unlocking their secrets with the sharp
cunning of his unequalled mind. Saruman then dutifully The Higher Balcony
records his findings in scrolls that he locks away in a large
iron-bound chest of wood placed atop a stone block rising A second, larger balcony opens far above the first, looking
from the floor at the centre of the chamber. out from the eastern wall of Orthanc. From here Saruman
may look down upon the Wizard’s Vale and beyond. But
The texts of Saruman’s library and his stored records this is more than just a perch from which Saruman can
contain the key to many great and terrible secrets of gaze upon his domain.
Middle-earth. It is here that Saruman hopes one day to
find the right way to turn the same devices used by the The White Wizard at times invites respected and powerful
Enemy into weapons with which to strike. His hoard of guests here to sup with him in the adjoining chamber, so
that they might discuss matters of import.
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Rohan Region Guide
When the sun climbs at mid-morning above the Misty changes room constantly, others more that he has laid
Mountains, its rays set alight the walls of the chamber, a spell of confusion to obfuscate the minds of those who
hung with ancient tapestries mended by the best weavers seek to locate his private quarters.
of Gondor and depicting the great deeds of the Men of
Westernesse. At noon Saruman has his servants bring food The truth is that Saruman’s chambers are accessible
and wine, and takes his guests to stand upon the balcony exclusively through a passage that can only be opened
to gaze at distant sights. The sound of his voice seems to using the Key of Orthanc. It is a small affair, with three
gain even greater strength and authority here, and none rooms. The first holds his private quarters, which lack
have visited the balcony without being profoundly moved any ornamentation. The second is a small study, where
by the wisdom of Saruman the White. he keeps his personal journals and records his innermost
beliefs. Here he allows expression of thoughts that he does
The Map Room not yet speak aloud — namely, that Saruman believes the
key to overcoming Sauron lies in unlocking the secrets
A wide room among the high chambers of Orthanc is hung of the Rings of Power, but to do so is to walk the most
with great lanterns that dangle from thick iron chains. dangerous and treacherous of paths, for the devices of
Beneath their flickering lights is a great round table of the Enemy are many and subtle. The White Wizard is
wood that has stood here since the day when Saruman increasingly convinced that he alone is capable of walking
took up dominion over Isengard. The surface of the table that path without falling victim to the lure of power.
is not simply polished, but is intricately carved and inlaid
with lacquers to create a great map of northwestern The third room of Saruman’s private quarters opens to the
Middle-earth as it was in the final days of the Second Age, highest window of Orthanc, right above that of the higher
represented in great detail from the frozen northern realm balcony. Its opening is the only one that has been fitted
of Forochel to the southern deserts of Haradwaith. with a glazing of clear glass, mounted on an iron casing
swivelling on hinges of iron. Here, by the window, Saruman
Twenty feet wide, the table is a unique artefact, for there sits enjoying the most harmless of his secrets: smoking a
is no map so complete in both the libraries of Rivendell pipe. A habit he has copied from Gandalf the Grey, smoking
or Gondor, though it depicts the land as it lay some three the leaf of the halflings has led Saruman to keep an interest
thousand years ago. in their land, this ‘Shire’ that he explored under a disguise
upon several occasions when he discovered that Gandalf
The Great Map of Orthanc kept the place in particular esteem and often visited it.
This great and finely wrought table depicts a realm The Pinnacle of Orthanc
as it stood in the waning days of the Second Age,
but even if the lay of the land has changed much, Those who reach the top of the rising stair may cross a last
travellers may still profit from studying it. threshold leading to a narrow flight of many thousand
steps climbing along the outer sides of Orthanc up to the
If a companion surveys the Orthanc-table before very crown of the Tower of Isengard. Its four prongs of
planning a Journey, they may automatically select stone rise to sharp points, flanking all who rise so high.
Paths Both Swift and True instead of making an The Misty Mountains stretch far to the north, while the
Embarkation roll. eaves of Fangorn can be seen upon the eastern horizon,
and waters from the Fords of Isen twinkle far to the south.
Saruman’s Private Chambers Ancient sigils mark the black surface of the highest balcony
of Orthanc, a flat platform of polished stone without rails
None save the White Wizard himself knows where in the or shelters from the chill winds blowing from the north
many rooms of Orthanc his private chambers lie, and, if that seem to threaten to cast those who stand on the
his will is maintained, none ever shall. Some among his pinnacle of Orthanc down upon the courtyard hundreds
servants hold that Saruman never sleeps, others that he of feet below.
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Saruman often climbs all the way up to the pinnacle on The chamber is tall and narrow, occupying in full the
nights with a clear sky, fearing neither its height nor the remaining height of the tower. It is accessed through a
strength of the wind. He comes here to watch the stars and passage whose opening mechanism is known only to
read in their movement the passing of the seasons and Saruman and that connects it to the map room below.
the foreshadowing of things to come. It is said that when
Saruman speaks from the pinnacle of Orthanc his voice is The vault is windowless and completely empty, save for
carried far upon the wind, reaching the ears of those he a low round table of black marble placed at its centre. A
wishes to bring tidings to. Whether this is by the power of central depression on the table holds snugly in place a
his voice or some virtue laid upon the Orthanc-rock, no one shining globe of dark crystal, approximately the size of a
knows; what is certain is that many have claimed to have man’s head, flawless and marred by neither time nor wear.
heard the voice of the White Wizard in lands long distant.
The Palantír of Orthanc
On rare occasions, Saruman brings guests to this place, Its existence suspected only by some of the Wise, the
a location that he regards as the most private place in palantír of Orthanc is a device from another age of the
Orthanc. Away from the eyes and ears of his servants, he world, one of the seven Seeing-stones of Gondor, brought
bids those who are with him to speak freely and without over the Sea by Elendil when Númenor was destroyed. The
concern of the judgement of others. Those few who have palantíri were once used in concordance with each other by
taken counsel with Saruman in this place often recall little the Kings of Gondor and Arnor to see far off and to converse
of their conversation, remembering only the wisdom and in thought, but to this day the stones are all lost or hidden.
truth in the White Wizard’s voice.
When Saruman first entered Isengard, he did so in the hope
The Hidden Vault of finding the Orthanc-stone and use it to further his own
ends. To his marvel and joy, he found the precious stone
The external stair leading to the pinnacle runs along the still gathering dust in its appointed place. This discovery
topmost section of the tower, rising vertically for sixty he kept to himself, to bide his time and study the precious
feet. This part of the tower reveals no visible openings nor artefact without any interference from Gondor or the White
windows, but only the sheer and gleaming surface of the Council. One day, he will set aside his studies of Ring-lore
rock of Orthanc. In truth, the topmost cavity of the fortress and dedicate himself fully to unveil the secrets of the Stone of
of Saruman hides his most precious treasure chamber, Orthanc. Until that moment, Saruman keeps the existence
and the greatest threat to the integrity of his mission: the of the palantír a secret to all but his most trusted servants.
secret vault where the palantír of Orthanc lies in the dark.
The Fall of Saruman
The Orthanc-stone is a sphere that is mystifying to behold. It is perfectly crafted, catching and reflecting
even the smallest light. It is completely dark inside, even if at times Saruman has spied a tiny glow at its
centre, as if he was observing a distant heart of burning fire.
All but the strongest minds that gaze upon the flickering fire within the palantír of Orthanc are eventually
drawn to its power and seek to look into its depths. And those who do become the prey of the malicious power
that holds another Seeing-stone…
Saruman resists the lure of the Stone of Orthanc until the year 3000, but after that even his sharp and
cunning mind is ensnared by the Eye of Sauron. From that moment, the White Wizard is tricked into believing
he can compete in power with the Dark Lord, and that he can win a direct confrontation by manoeuvring his
unsuspecting allies and especially gathering the ultimate weapons of the Enemy: his Rings of Power.
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The Secret Door
Behind a hidden door that can be unsealed only by uttering
a Spell of Opening or similar enchantment lies a steel closet.
Saruman has crafted it to receive a treasure so precious that
he does not dare to confess to anyone that he is searching
for it. For the moment, a casket placed on a shelf inside the
closet holds a small box of gold, attached to a fine chain,
the like of which is often worn around the neck. The golden
case is empty, but the image of what it contained a long
time ago burns hot in the mind of the White Wizard.
Notable Characters
The denizens of Isengard are many, and diverse are their
goals and ambitions. With the passing of the years the
number of those who dwell in the Wizard’s Vale increase
exponentially, and their aims darken. Where Isengard
in the early days of King Thengel can be a sanctuary
welcoming those who fight the encroaching darkness, it
becomes a pit of seething wickedness with the turn of a few
decades. Companions visiting Isengard over the course of
many years will find it hard to distinguish between friends
and enemies.
Saruman the White
His face was long, with a high forehead, he had deep darkling
eyes, hard to fathom, though the look they now bore was
brave and benevolent and a little weary. His hair and beard
were white, but strands of black still showed about his lips
and ears.
Saruman the White is the head of the White Council,
first among the five Wizards who came out of the
West in the Third Age of Middle-earth. Like Gandalf
the Grey and Radagast the Brown, Saruman appears
as an old man, but his age goes well beyond what his
countenance betrays.
He is generally arrayed in a robe of white and carries a
staff of dark polisheNd OwToAoBdL, EthCeHsyAmRbAoClTs EoRf Shis high status
as the chief of the order of Wizards. His features are long
and sharp, giving him the appearance of one both wise
and stern. Yet when his lips part in smile and welcome,
even the most reluctant and wary find themselves at ease.
The White Wizard concerns himself greatly with the affairs
of Middle-earth, particularly the growing threat posed by
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Isengard
the return of the Shadow in the East. He keeps counsel aloof and distant. But it takes him a moment to turn
with many who are deemed Wise and powerful in all the his gaze upon a listener and offer a benevolent regard;
realms of Eriador, Calenardhon, and Rhovanion. Yet, in then, his words turn into music, and every advice he
recent years he does not openly leave Isengard very often. gives becomes as precious as a rare gem. Indeed, all
Instead, he trusts to his agents to both carry and bring who partake of Saruman’s wisdom come away with an
news to the Tower of Orthanc. eased burden, though they often recall little of what was
spoken.
Saruman is respected for his deep knowledge, especially
concerning the lore of the Elven-rings crafted by An Audience with Saruman
Celebrimbor in the Second Age. No one has studied the
subject as deeply as he did, and all the Wise keep his Around the year 2960 and beyond Saruman is found
counsel as precious in such matters. almost exclusively within the ring of Isengard, typically
behind the walls of the Tower of Orthanc. Those who are
Saruman carries himself with a regal bearing, inspiring admitted to come before his great black tower seeking his
respect by his mere presence. Made proud by his guidance will be greeted from the lower balcony ,where his
achievements and easily wearied by the meddling in voice carries strong and clear across the width of the inner
his affairs on the part of those he deems to be lesser courtyard. He receives his visitors with comforting words
folk, Saruman may at times appear a haughty lord, and gentle wisdom, be they friends or foes, yet his voice
is powerful and his most honeyed words can rapidly turn
In the Service of the White Wizard
Saruman has long been studying the Elven-rings, to unlock the secret to their powerful virtues, and to
locate where the Ruling Ring might lie since it was lost by Isildur. With the passing of the centuries,
the interest of the White Wizard turns into an obsession. As such, he might set the heroes upon a task to
further his search — though they would not know it. A company might be sent north to the Gladden Fields
to search the place where Isildur fell, and while they won’t find the One Ring there, they might succeed
in finding some other relic, like for example the lost Elendilmir, the Star of Elendil that Isildur wore
upon his brow. Or they could be tasked with the exploration of the Whispering Halls of Eregion, where
Celebrimbor once dwelt, in search of some lost text or tool that might prove useful in Saruman’s own
Ring-making.
The Lord of Isengard is also preparing for what he believes is an inevitable war, and winning a war is an
end that justifies all means. Companions working as emissaries might be sent to threaten those who have
attracted his ire, or they might find themselves giving ignoble advice to a lord of Rohan, or helping to
forge an alliance with a clan of wild Dunlendings.
As Saruman descends into darkness, it is quite possible that accomplishing missions on his behalf might
lead to heroes committing misdeeds and earning points of Shadow. Characters who express their concerns
to the White Wizard might find themselves under the thrall of his voice, earning yet more Shadow points
as anguish threatens to overtake them. Ironically, as the grip of the Shadow grows heavier upon them,
they will have less difficulty committing dark deeds in the name of the White Hand.
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into irresistible commands. Still, the wisdom of Saruman must be done to oppose the coming tide? Will he exploit
is guarded, and many who speak with him find that they their good intentions and trick them, or will he confront
have revealed more and learned less. them with his truths and try to sway them to his side?
Whatever Saruman intends to do with them, companions
Those few who earn his trust and prove themselves worthy earning his patronage will find a powerful ally. He will
to be counted among his emissaries may be invited to most often provide aid in the form of resources to assist
speak privately with him within the confines of Orthanc them on their journeys or advice concerning the devices
itself. If they came to discuss the Enemy, there they find of the Enemy.
its complex machinations laid before them and explained
with simple words, always checked by the encouragement More often than not Saruman will communicate with them
of the White Wizard and by his promises that he is taking through emissaries and intermediaries, only requesting
steps to bring order in the face of Mordor’s growing power. personal appearances in matters of extreme urgency or to
relay secret news. In such cases he always bids those in
At times, Saruman will offer his assistance to those who his service return to Isengard so that he might speak to
come seeking his aid, in particular if their present goal them privately.
corresponds to something he himself is already seeking to
achieve. Saruman knows all that transpires in his domain The Lord of Isengard
and a great many things beyond its borders. Those who
come to Isengard seeking him usually find that their desire Saruman is not only one of the greatest lore-masters of
for counsel was known before their arrival. A company the age and an emissary of the Lords of the West, but
who meets Saruman for the first time will be enchanted also a powerful lord, administering great resources
by his wisdom and nobility and must take him as a and dealing with his neighbours and fellow kings. In
patron (see also the New Fellowship Phase Undertakings the last two centuries, there is no issue concerning the
on page 129). For this reason some companies may find stewardship of his domain that he has forgotten to deal
themselves wary of returning to Isengard. with personally.
Saruman as a Patron In recent years, Saruman has taken to strengthening his once-
distant relationship with the Horse-lords of Rohan. When
According to canon, at the beginning of the War of the Thengel returned from Gondor to the halls of Meduseld,
Ring, Saruman is revealed to be corrupted by his ambition Saruman was quick to travel to Edoras and welcome the new
and sets himself up as a rival power to the Lord of Barad- King of the Mark and was received in kind. Indeed, Thengel
dûr. But at the time of most campaigns of Adventures in King has often sought the counsel of the White Wizard, never
Middle-earth, he is still the wisest of the Wise, in close failing to recognise the great advantage that derives from
allegiance with his fellow Wizards Gandalf and Radagast. a friendship with the Lord of Isengard. Saruman honours
His pride is already threatening to twist his ways, but as far Thengel by visiting him in Edoras from time to time, bringing
as an individual campaign is concerned, there is still hope gifts and offering his services.
that he won’t stray too far from his appointed mission.
The Loremaster must present Saruman as he appears to The relationships of Isengard with Gondor are somewhat
those who meet him at this time, and develop his future less favourable, as the Steward Ecthelion hasn’t fully
strategies, taking into consideration the influence that the accepted Saruman’s rule over Orthanc. But Minas Tirith
deeds of the companions will have on his plans. has other concerns, and while several among the lords of
the South still counsel the Steward not to trust Saruman,
Will Saruman see the actions of the companions as Ecthelion still receives him graciously, letting him study
obstacles put on his appointed path, a nuisance to be to the White City.
disposed with, or will he be surprised by their valour and
pushed to reconsider some of his most extreme plans? Will The Magic of Saruman
he see a chance in the strength of the Free Peoples, or will
he be steeled in his belief that only the Wise know what Saruman is a powerful Wizard, deeply learned in the
making of magical rings and the creation of cunning
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Saruman Ring-maker
Saruman applied his lore and great skill as a smith They appear as narrow bands of silver, set with
especially to the art of Ring-making. By the time of a small device: a small white hand upon a black
the War of the Ring, the White Wizard has crafted field. Such rings can be considered a Wondrous
several rings and even wears one upon his finger. Artefact possessing one Blessing (see page 127 of
the Loremaster’s Guide). This blessing is always
None can say exactly what power he was able to tied to one of the following skills: Intimidation,
lay upon his creations, but it is sure that they must Investigation, Persuasion, Stealth, Riddle, or
have proportioned to the great stature of their Traditions.
maker (but certainly a lesser essay in the art when
compared to the Rings of Power crafted by Sauron However, these rings are also cursed by Shadow-
or Celebrimbor). Loremasters are encouraged to taint, though this curse is not apparent to the wearer
decide for themselves when Saruman started crafting (their Shadow score is augmented by 1 point, see page
his own rings and how far in replicating Sauron’s 101 of the Rivendell Region Guide).
dark art he has gone, but the following description
may serve as an example (the example refers to As with all Rings of Power, destroying a Ring
the rules for Wondrous Artefacts presented in the of the White Hand is nearly impossible, unless
Loremaster’s Guide). the right manner to undo them is guessed. The
Loremaster is encouraged to determine the
The Rings of the White Hand nature of a ring’s undoing to suit their individual
campaign.
These rings are personally given by Saruman the
Wise to his most trusted servants and allies and At the Loremaster’s will, a character who received
most often only to members of the race of Men, the title of Emissary of Saruman (see page 129)
though he might possibly offer a Ring of the White might be offered a Ring of the White Hand.
Hand to a Dwarf.
devices and machinery. Among his many weapons is associates turn suddenly generous. Reluctant allies
the great strength in his voice, as its very sound is an soon bend to even the strangest requests with little
enchantment capable of swaying the hearts and minds of argument. Companies find their marching speeds
those who listen. When he speaks to allies or rivals, he inexplicably increased or notice that, even when
may choose to sound profoundly wise and reasonable, or they travel over muddy ground, they leave no tracks.
kind but firm when he commands his servitors. Regardless The White Wizard might even equip a company with
of what Saruman is saying, none can refuse to comply to some wondrous mechanical or alchemical device: a
a request or obey an order without a determined attempt lamp that explodes with a blasting fire when thrown
to reject his wishes. Saruman can also counterfeit his against a wall to open a passage; a small wooden
appearance to look like one of his fellow Wizards if it suits box containing an ointment capable of staunching
his purpose, or he may disguise himself as a harmless grievous wounds; a clockwork apparatus that can be
old wanderer. He can also simply pass unnoticed when operated to open any lock.
travelling or when moving about his domain, as he is
capable of walking without making any sound. For those who wish to add OGL spells to their games of
Adventures in Middle-earth, Saruman might instruct
Adventurers undertaking missions for Saruman frequently Player-heroes in the schools of Divination, Enchantment,
notice unusual, albeit useful, behaviour in others. Greedy and Illusion.
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Garnoc Garnoc
Garnoc is the most influential chieftain of the Men of the Medium Human (Evil Man)
Isen, a folk of Dunlendish blood dwelling in the Wizard’s
Vale. Over six feet in height, he is the most imposing STR DEX CON INT WIS CHA
warrior among his clan. He wields a wickedly barbed spear 16 (+3) 15 (+2) 19 (+4) 12 (+1) 14 (+2) 13 (+1)
to hunt both fish and men, a weapon he wrenched from
the stiff fingers of the previous chieftain, an old, grizzled Armour Class 16 (Hide, Shield)
warrior by the name of Guthar, who he challenged and Hit Points 85 (10d8+40)
killed with his bare hands. Speed 30 ft
Garnoc is known among his people to be bold in both Skills Animal Handling +4, Deception +3, Intimidation
word and action, but it is another of his qualities that +3, Survival +4
is determining his fate: he is ambitious. In his youth, Senses passive Perception 12
he led a small war-band that preyed on travellers Languages Dunlending, Westron
journeying to Isengard. After too many important Challenge 3 (700 XP)
visitors had gone missing, the Wizard of Orthanc
himself sought Garnoc out. Garnoc had enough will to Hard Eyed. Garnoc is a proven killer. He scores critical
strike at the Wizard with his sword, though it shattered hits on a 18, 19 or 20 on an attack roll
in his hand. Garnoc prepared himself for death, or
worse, but it did not come. Instead, Saruman bade Actions
the brigand to walk with him. The White Wizard told Barbed Spear. Melee Weapon Attack: +5 to hit, reach
Garnoc many things that night and by the morning, he 5 ft, one target. Hit: 7 (1d8+3) piercing damage and
was a loyal servant prepared to do his new master’s the target is Grappled (escape DC 13). When a creature
bidding. escapes the Grapple, it takes 7 (1d8+3) piercing damage.
Garnoc can release the Grapple and cause this damage
Today Garnoc secretly serves the White Wizard, who by using his bonus action.
instructed him on how to challenge old Guthar and take
his place as chieftain of his folk. Most of the time, all he has Reactions
to do is to keep guard over the Wizard’s Vale, watchful but Deadly Spear-Thrust. Garnoc may use his reaction to
unseen, but once in a while his master issues instructions make a single melee attack against a creature that has
by way of emissaries and sends Garnoc and his men to just attacked him. If Garnoc inflicts a critical hit with this
spy upon the Horse-lords, to track the movement of Orcs attack, the target is knocked Prone as the blow strikes a
on the cliffs of Methedras, or to carry a message deep into knee or other joint.
Dunland or beyond.
The Black Warg of Methedras
Garnoc is content to obey the will of the White Wizard, as
he receives many boons in return. His clan is the wealthiest A pack of vile Wargs has descended from the North
in the vale, and he and his men are considered above any to dwell on the cliffs of Methedras, above the ring of
law and may do as they wish, taking anything, or anyone, Isengard. For the moment, they have been clever enough
they desire without fearing repercussions. While Saruman to avoid drawing the attention of the White Wizard or that
does not condone any more raids or robberies in his of the Shepherds of the Trees to the east. Instead, these
domain, Garnoc likes to test the boundaries of his freedom, beasts only leave their caverns on the darkest nights and
and he has been responsible for the disappearance of a follow the eastern banks of the Isen into the Westemnet,
number of herders and hunters who strayed too close to searching for Man-flesh.
the Wizard’s Vale. For the moment, he has been clever
enough to avoid being tracked by the scouts of the Second Their pack-leader is a great black Warg with glowing green
Marshal of the Mark. eyes that only comes out to stalk on moonless nights. His
breath is like ice and he can whisper in both his own foul
tongue and in the common speech of Men. Unbeknownst
to anyone, including Saruman, the Black Warg of
Methedras is a spy, sent from Mordor to watch over the
actions of the White Wizard and his allies. (See page 130)
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Isengard
Alfric
Medium Human
STR DEX CON INT WIS CHA
19 (+4) 12 (+1) 16 (+3) 11 (+0) 13 (+1) 10 (+0)
Armour Class 19 (Scale Hauberk, Great Shield)
Hit Points 67 (9d8+27)
Speed 30 ft
Skills Perception +3, Riddle +2, Survival +3
Senses passive Perception 13
Languages Dunlending, Rohan, Westron
Challenge 4 (1,100 XP)
Defender of That Which He Loves (1/day). If Alfric is
fighting in defense of Isengard, he can use his bonus
action to gain 10 temporary hit points.
Hatred (Rohirrim) (Recharge 5-6). Alfric hates the
Rohirrim and will attack them first. He use a bonus
action to gain Advantage on all attack rolls against
The beast is cunning and sly, and does not reveal his Actions
mission to anyone, including the wolves in his pack.
When it is time to send a report to his Dark Master, the Multiattack. Alfric makes two attacks with his axe.
Black Warg of Methedras leaves his den alone and climbs Axe. Melee Weapon Attack: +6 to hit, reach 5 ft, one
to the tallest cliffs of the mountain, to meet with Orcs target. Hit: 8 (1d8+4) slashing damage or 9 (1d10+4)
that hide there and serve as messengers. But the beast slashing damage if used with two hands.
is more than just a spy, and his wild instincts drive him
to hunt. Seeking to slake his thirst only when necessary, Reactions
he goes out with his pack exclusively on nights without
moon, but returns to his secret cave bringing back as Counterattack (Recharge 5-6). If an attack misses
many live prisoners as possible, to question and then Alfric, he can use his reaction to make an attack roll with
devour them slowly. (See the description of the Black Advantage. He must be wielding a melee weapon and be
Warg of Methedras on page 130). able to see his attacker.
Alfric, Guard of Isengard Alfric wandered the Mark, forever wary of being caught
and tried as an outlaw, until his feet brought him before
The dark-eyed warrior Alfric is stern and fell, even for a the gates of Isengard. There, he found comfort in the
warrior of the Riddermark. He grew to manhood within words of Saruman, who offered him a position among his
a village of the Westfold Vale where mixed Dunlendish servants. Alfric repaid the kindness of the White Wizard
and Rohirrim ancestry was common. While the villagers with hard work and gained his trust with unreserved
saw their heritage as a strength, drawing on the best loyalty. Saruman eventually gave him an honoured
of both peoples, the Dunlending raiders that burned it position among the guards of the gates of Isengard, a
saw them only as enemy Rohirrim. Wounded and left place usually reserved only to those whose families have
for dead, Alfric awoke to the smell of charred timbers served Saruman for many generations.
and spilled blood gone stale. His fellow villagers
had all been either slain or taken as captives by the In his years of service, Alfric has proven to be dependable,
Dunlendings. When Alfric approached an éored seeking with a sharp memory for faces. He seldom speaks of it,
help, they accused him of having helped the raiders and but a fierce resentment burns in him aimed at the folk of
refused to listen to his pleas. Alfric was forced to flee for Rohan. One day, he is sure, he will be able to repay them
his life. for all they’ve done to him.
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Dianach, Doorwardern of Orthanc if she was able to find her way to the gates of Isengard, he
would have a place for her to stay.
Silver-haired and stooped with age, Dianach has served the
White Wizard almost all her life. She once belonged to the Dianach has spent almost five decades in the service of
Gáesela, the Dunlendish folk of the West-march of Rohan; Saruman the White, as a scout while her youth sustained
when she was a child, she dreamt of riding along with the her, and then as a doorwarden in the Tower of Orthanc.
riders of Fengel King as a shieldmaiden, a fancy that her She has seen many wonders in her long life, and heard
family was quick to dispel. She would become the wife of a many secrets. None have escaped her lips in the presence
fisherman, like her mother and her grandmother before her. of strangers. Her tongue is much looser when the White
Wizard asks her to tell him about the latest news and
But Dianach was too wild and rebellious to accept such gossip that is spoken in his domain: old Dianach is the
a fate, and, once grown to a robust girl, she abandoned favourite informer of Saruman, as she is quick of hearing
her village to roam north, across the empty expanses of and her insight is deep.
Enedwaith and Eriador beyond. Several months later, by
the ruins of the bridge of Tharbad, she came upon the Bocaern, Keeper of the Scriptorium
White Wizard in his wanderings.
Bocaern has been attending to the scriptorium of
He smiled upon her fair face and listened to her story. Orthanc for as long as anyone in Isengard can recall. A
When she was finished telling it, Saruman told her that, withered, shuffling old man with nothing but a wisp of
white hair crowning his otherwise bald head, he leans
Dianach heavily upon a staff and is always whispering to himself.
Medium Human He is among the oldest servants of the folk of
Isengard in the service of Saruman, but since the
STR DEX CON INT WIS CHA White Wizard is slow in giving his trust to anyone,
12 (+1) 12 (+1) he is loath to let him go. But the day approaches,
18 (+4) 10 (+0) 12 (+1) 17 (+3) and for a few years now when Bocaern is attending
to his duties, he is accompanied by Melmidoc, his
Armour Class 14 young apprentice.
Hit Points 22 (5d8)
Speed 30 ft Bocaern is found at all times in the scriptorium, always
chasing some long-delayed task that needs his attention.
Skills Deception +5, Insight +5, Perception +7, He is greatly annoyed when asked for assistance by anyone
Persuasion +5, Riddle +3, Traditions +5 other than Saruman, but nonetheless he lends his aid.
Senses passive Perception 17 Only when his master calls does he spring forward eagerly.
Languages Dunlending, Rohan, Westron
Challenge 1 (200 XP) In spite of his mutterings, Bocaern is not a dotard.
Expert. Dianach doubles her Proficiency Bonus for He observes all that goes on in the scriptorium when
Deception, Perception, Persuasion, and Traditions Saruman is receiving a visitor or his servants, and weighs
(included above). every single word uttered in the presence of his master.
Quick of Hearing. Dianach is aware of any Once they are gone, Saruman listens attentively to the
conversations that occur in her presence as long as she considerations of Bocaern, as the old man has proved
can either see or hear the creatures at all. useful in judging the true colours of an individual more
Sneak Attack. Once per turn, Dianach deals an extra than once.
3 (1d6) damage when she hits a target with a weapon
attack and has Advantage on the attack roll, or when Geth, Bird Master of Saruman
the target is within 5 feet of an ally of Dianach that isn’t
Incapacitated and she doesn’t have Disadvantage on the Geth was once regarded as a great soothsayer and
attack roll. wise man among the hills of Dunland, but that was
Actions
Multiattack. Dianach makes two attacks with her
dagger.
Dagger. Melee Weapon Attack: +6 to hit, reach 5 ft, one
target. Hit: 6 (1d4+4) piercing damage.
126
Isengard
before his dreams led him to the tall spires of Orthanc. Geth CHA
In his sleep he had been visited by the vision of great 8 (-1)
clouds gathering to the east and taking the shape of a Medium Human
blazing white hand. In his waking hours he attempted
to follow his dreams and eventually found his way to STR DEX CON INT WIS
the Wizard’s Vale. When he met Saruman there, Geth 12 (+1) 17 (+3) 15 (+2) 10 (+0) 16 (+3)
recognised the white hand of his visions and dropped
to his knees before him. Armour Class 13
Hit Points 26 (4d8+8)
Geth regards his master with a silent awe, bowing his head Speed 30 ft
whenever the Wizard’s name is spoken in his presence.
A man of few words, he mostly talks to the birds of the Skills Animal Handling +7, Nature +4, Survival +5
rookery of Orthanc, speaking only in whispers to any other. Senses passive Perception 13
Saruman himself treats Geth with the gentle patience one Languages Dunlending, Westron, The Language of Birds
might offer to a good hunting dog, or a favourite hawk. Challenge 1/4 (50 XP)
Bocaern Bird Friend. In combat, Geth can use his bonus action
to command one of his bird friends to aid him against all
Medium Human attackers. Until the start of his next turn, all attack rolls
against him are at Disadvantage. The bird is too quick
STR DEX CON INT WIS CHA and clever to be the target of any normal attack.
10 (+0) 1T1H(+IN0G) S1T1O(+D0O) W20HI(L+E5)IN1IS5E(N+2G)AR6D(-2) Expert. Geth doubles his Proficiency Bonus for Animal
Handling and Nature (included above).
Armour Class 10
Hit Points 18 (4d8) Actions
Speed 30 ft Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft, one
target. Hit: 5 (1d4+3) piercing damage.
Skills History +9, Insight +6, Lore +9, Shadow-lore +9
Senses passive Perception 12
Languages Dunlending, Westron, Black Speech, Orcish,
Sindarin
Challenge 1/4 (50 XP)
Ceaseless Mutterings. Bocaern imposes Disadvantage
on any checks made to convince him to part with his
knowledge.
Expert. Bocaern doubles his Proficiency Bonus for his
skills (included above).
Reluctant Advisor. Bocaern will not provide Aid or
ResearcNh EuWnleFssELthLeOrWeqSuHesItPinPgHcAhaSrEaUctNerDsuEcRcTeAedKsINatGaS
DC 15 Charisma or Intelligence check, or the requester
is Saruman.
Actions
Staff. Melee Weapon Attack: +2 to hit, reach 5 ft, one
target. Hit: 3 (1d6) bludgeoning damage or 4 (1d8)
bludgeoning damage if used with two hands.
Aid. Bocaern can assist a character that can see and
hear him in a research task or during combat. He grants
Advantage to that character’s next ability check or attack
roll.
Research. If Bocaern is in the scriptorium, he may
make an appropriate ability check at an appropriate
DC (usually 15 or higher) to provide information to the
requesting character.
127
Rohan Region Guide
Things to do While in Isengard undertakings have already appeared in previous
supplements, but are repeated here for the sake of
’…I rode to the foot of Orthanc, and came to the stair of convenience.
Saruman; and there he met me and led me up to his high
Open Isengard as a Sanctuary
chamber.’
If the Company has entered Isengard during an
As detailed on page 109, Saruman does not give leave to Adventuring phase, the heroes may gain permission to
enter his domain to everyone. Those who pass the ring- spend a first Fellowship phase there. If they wish to return,
wall and are allowed to behold the Tower of Orthanc they must all choose the Open Sanctuary undertaking.
discover that Isengard is unlike any realm ruled by Men, Companions spending a Fellowship phase in Isengard
Elves, or Dwarves, for its lord does not belong to any of but who are not emissaries of Saruman are lodged in the
those races. private rooms set in the southwestern section of the ring
wall. Their doors are locked at night.
New Fellowship Phase Undertakings
In the later years of the canonical chronology (see
’They took me and they set me alone on the pinnacle of The Tale of Years, page 105, and Entering Isengard,
Orthanc, in the place where Saruman was accustomed to page 109) Saruman grows more suspicious and
might reconsider his policy concerning guests. The
watch the stars.’ Loremaster must decide how to feature this change of
attitude in their own campaign, but it is highly unlikely
Here follow several new Fellowship phase undertakings, that companions who have not opened Isengard as a
primarily concerning activities that may be chosen sanctuary prior to the year 2990 should be allowed to
exclusively by companions who are spending do so after that date.
a Fellowship phase in Isengard. A number of
128
Isengard
Meet Patron (Saruman) Heroes who are emissaries of Saruman meet him in
the scriptorium, while any other hero listens to his
Any company that has met Saruman must take him as voice as he speaks from the lower balcony, or in the
a patron and will be inclined to listen to what he has to grand hall of Orthanc.
say. He asks little of his ‘followers’ ,save that they report
strange events, unusual rumours and the doings of A companion who has spent a Fellowship phase
Gandalf the Grey… conferring with Saruman can make a DC 10
Intelligence (History or Lore) check. On a success,
During a Fellowship phase spent in Isengard, a the hero gains two Counsel dice for the upcoming
companion may choose this undertaking to deliver Adventuring phase, or three dice if they succeeded by
information to the White Wizard and gain 1 Counsel die 5 or more. A Counsel die is a d4, and it can be added
in return. A Counsel die is a d4, and it can be added to any Intelligence ability check. Once it is used, it is
to any Intelligence ability check. Once it is used, it is expended. Unused Counsel dice are lost at the end of an
expended. Unused Counsel dice are lost at the end of an Adventuring phase.
Adventuring phase. You can use Shadow-lore to make the check instead: you
receive three Counsel dice automatically. But Saruman’s
It is up to the Loremaster to determine if the tidings knowledge of the Enemy is uncomfortable lore, your hero
delivered are deemed important by the White Wizard receives 1 Shadow point as well.
or not (anything concerning Gandalf is important, for
example), and especially to what use Saruman will put (This activity is featured in Mirkwood Campaign, as the
that information. Confer with Saruman undertaking).
Receive Title (Emissary of Saruman) Go See a Lore-master (Saruman)
A hero who Saruman has deemed useful, either because In a game using the rules for magical treasure, a
of his actions or the information he has brought character spending a Fellowship phase in Isengard
before the White Wizard, may – with the Loremaster’s may choose the Go See a Lore-master undertaking to
permission – choose this undertaking to secure his learn what there is to be learnt about a magical item,
connection with Isengard. The companion receives its origins and history.
all the normal benefits connected to the Receive Title
undertaking described on page 201 of the Adventures The undertaking works as described on page 23 of
in Middle-earth Player’s Guide. the Rivendell Region Guide supplement, unless it is a
Wondrous Artefact in the form of a ring. In that case,
An Emissary of Saruman is granted a private room within Saruman will first unveil its secrets, but will then offer to
the ring-wall of Isengard, or one of the lower chambers buy the ring from the companion, as he is very interested
found in the lower levels of Orthanc. Regardless of the in such artefacts, be they great or small. Should the
level of trust that an emissary might think he enjoys in companion comply, Saruman will pay 2d6+13 gold pieces
the eyes of Saruman, they are rarely allowed to wander if the ring possesses a single Blessing, or 3d6+27 gold
about Isengard without a doorwarden accompanying pieces for a ring with two Blessings or a Greater Blessing.
them (unless they wear a Ring of the White Hand, see
page 123). Should the companion refuse to sell the ring, Saruman
will not insist, but will hold a grudge and refuse to examine
Learn Lore from Saruman any other objects brought to him by that companion in the
future (the companion will not be allowed to choose this
Companions spending the Fellowship phase in undertaking).
Isengard may go and listen to the words of Saruman
the White, great among the Wise of Middle-earth.
129
Rohan Region Guide
DANGERS OF THEDANGERS OFTHE MARK The Black Warg of Methedras
-MARK-
A dark spirit inhabits the form of the Black Warg of Methedras,
The Riddermark borders with many dangerous lands an evil shade that feeds off the breath of the living and is
inhabited by ancient enemies, and in its darkest corners augmented by the deep shadows of the blackest nights.
dwell mysterious creatures that are even older. But even if it
appears less frightening, the edge of a Dunlendish spearhead THE BLACK WARG OF METHEDRAS
is as deadly as the claws of any savage Orc or Troll.
The kings of Edoras are obligated to fight many wars, as
they have many enemies that press on all sides. Though
they remember their history in song, both the lands of the
North and their ally Gondor seem far away when the warg
howls, the orcs march forth, and strange shapes move in
the shadowed woods.
FOES OF THE MARK
Foes of the Mark
’Death to the Strawheads! Death to the robbers of the
North!’
The following pages present a series of new adversaries,
foes of the Lord of the Mark and his Men, and of all those
who come seeking his courts in peace.
The Black Warg of Methedras Bite. Melee Weapon Attack: +8 to hit, reach 5 ft, one
target. Hit: 12 (2d6+5) piercing damage. If the target is
Large Fiend (Warg-kind) a creature, it must make a DC 15 Constitution saving
throw or take 7 (2d6) necrotic damage and the Black
STR DEX CON INT WIS CHA Warg regains the same number of hit points, up to its
21 (+5) 18 (+4) 23 (+6) 17 (+3) 15 (+2) 13 (+1) maximum.
Armour Class 18 (Deadly Elusiveness) Claws. Melee Weapon Attack: +8 to hit, reach 5 ft, one
Hit Points 115 (10d10+60) target. Hit: 11 (1d12+5) slashing damage. If the target is
Speed 40 ft a creature, it must make a DC 15 Strength saving throw
or be knocked Prone.
Skills Perception +5, Shadow-lore +6, Stealth +7
Senses darkvision 60 ft, passive Perception 15 Legendary Actions
Languages Wargspeech, Rohan, Dunlending, Westron The Black Warg can take 2 legendary actions, choosing
Challenge 8 (3,900 XP) from the options below. Only one legendary action
can be used at a time, and only at the end of another
Deadly Elusiveness. The Black Warg’s AC is equal to 10 creature’s turn. Spent legendary actions are regained at
plus twice its Dexterity modifier. the start of each turn.
Shadow Walker. The Black Warg can disappear into even Bite. The Black Warg makes a Bite attack.
the faintest shadow. It is Invisible in dim light or darkness. Move. The Black Warg can move up to its speed.
Actions
Multiattack. The Black Warg makes two attacks: one
with its bite and one with its claws.
130
Dangers of the Mark
Dunlendings
The folk that the Rohirrim call the Dunlending are a diverse
folk, living in the lands beyond the Mark to the west of the
river Isen, and in the country between the Isen and Adorn,
the West-march. While differing in many subtle ways,
they share one common sentiment: they do not love the
Eorlingas. DUNLENDINGS
Dunlending Raiders
Sometimes, when a particularly harsh winter has passed
or a provocation from the hated Forgoil rouses them, the
Men of Dunland assemble war parties and descend swiftly
from their hills to plunder and kill, before retreating just
as quickly back into the mountain mists, where few dare
follow them. Some of these raiders carry Great Axes,
others favour Great Spears, but any one raider will have
one weapon or the other.
STR Dunlending Raider CHA
15 (+2) 7 (-2)
Medium Human
DEX CON INT WIS
12 (+1) 17 (+3) 11 (+0) 12 (+1)
Armour Class 13 (Leather Corslet)
Hit Points 30 (4d8+12)
Speed 30 ft
Skills Athletics +4, Perception +3, Survival +3
Senses passive Perception 13
Languages Dunlending
Challenge 1 (200 XP)
No Quarter. When the Raider reduces a creature to 0
hit points, the target immediately fails one death saving
throw.
Hatred (Rohirrim) (Recharge 5-6). The Raider can use
a bonus action to gain Advantage on all attack rolls
against Rohirrim until the beginning of their next turn.
Actions
Multiattack. The Raider makes two melee attacks.
Great Axe. Melee Weapon Attack: +4 to hit, reach 5 ft,
one target. Hit: 8 (1d12+2) slashing damage.
Great Spear. Melee Weapon Attack: +4 to hit, reach 10
ft, one target. Hit: 8 (1d12+2) piercing damage..
131
Rohan Region Guide
Warriors of the Gáesela
Proud in their old ways, the Dunlendings of the West-
march of Rohan are more peaceful than their kin living in
the Dunland Fells, but they are just as quick to draw blood
if given a reason.
Wulfing Riders
The Wulfings bear the symbols of their mixed ancestry, the
old roots of their Dunlendish blood and their Northman
heritage. They will draw their blade on anyone who forgets
that one of their lords was once king of all Rohan.
Gáesela Warrior Wulfing Rider
Medium Human Medium Human
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
11 (+0) 16 (+3) 12 (+1) 11 (+0) 15 (+2) 10 (+0) 15 (+2) 14 (+2) 16 (+3) 10 (+0) 13 (+1) 11 (+0)
Armour Class 17 (Leather Corslet, Shield) Armour Class 17 (Corslet of Mail, Shield)
Hit Points 16 (3d8+3) Hit Points 52 (7d8+21)
Speed 30 ft Speed 30 ft, 60 ft when mounted
Skills: Intimidation +2, Perception +3, Survival +3
Skills Athletics +4, Perception +3, Survival +3 Senses passive Perception 13
Senses passive Perception 13 Languages Dunlending, Westron
Languages Dunlending Challenge 2 (450 XP)XP)
Challenge 1 (200 XP)
Charge. The Rider’s Palfrey has the Charge feature (see
Shield-strike (Recharge 5-6). If the Gáesala Warrior has page 151). If the mount takes this action, the Rider gains
just hit with their weapon, they can use a bonus action +4 to damage rolls until the end of their turn.
to slam their shield into the target. The creature takes 2 Hatred (Rohirrim) (Recharge 5-6). The Rider can use
points of bludgeoning damage and must make a DC 11 a bonus action to gain Advantage on all attack rolls
Strength saving throw or become Prone. against Rohirrim until the beginning of their next turn.
Mounted. The Wolfing Rider has a Palfrey as a mount
Actions (see page 151).
Broadsword. Melee Weapon Attack: +5 to hit, reach 5 ft,
one target. Hit: 7 (1d8+3) slashing damage. Actions
Spear. Melee or Ranged Weapon Attack: +2 to hit, reach Spear. Melee or Ranged Weapon Attack: +4 to hit, reach
5 ft or range 20/60 ft, one target. Hit: 3 (1d6) piercing 5 ft or range 20/60 ft, one target. Hit: 5 (1d6+2) piercing
damage or 4 (1d8) if used with two hands to make a damage or 6 (1d8+2) piercing damage if used with two
melee attack. hands to make a melee attack.
Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft,
Reactions one target. Hit: 6 (1d8+2) slashing damage or 7 (1d10+2)
Snake-like Speed. The Gáesala Warrior is adept at slashing damage if wielded with two hands
avoiding injury and can use their reaction to halve the
damage on an attack that they are aware of
132
Dangers of the Mark
GAZHÚR THREE-DEATHS
Gazhúr Three-Deaths Orcs of the White Mountains
A black darkness loomed beyond, and in it glinted, here and After their defeat in the Battle of Azanulbizar, countless
there, cold, sharp, remote, white as the teeth of ghosts, the Orcs fled south from the Misty Mountains. Many of these
peaks of Ered Nimrais, the White Mountains of the Realm took refuge in the White Mountains, becoming a plague
on the lands of the Mark until the last of them were finally
of Gondor, tipped with everlasting snow. hunted down and slain by Folca King in 2863. Yet in some
hidden fortresses within the least accessible corners of the
Gazhúr is the chief of the Orcs of the High Stone, a White Mountains, Orcs remain, lean and hungry and kept
band of canny marauders biding their time in the White warm against the cold by the hate burning within their
Mountains, waiting for a sign from their distant lord in breasts.
Mordor.
ORCS OF THE WHITE MOUNTAINS
Gazhúr Three-Deaths
Medium Humanoid (Orc-kind)
STR DEX CON INT WIS CHA
20 (+5) 13 (+1) 17 (+3) 10 (+0) 17 (+3) 17 (+3)
Armour Class 18 (Orc Mail, Shield)
Hit Points 67 (9d8+27)
Speed 30 ft
Skills Intimidation +5, Perception +5, Survival +5
Senses darkvision 60 ft, passive Perception 15
Languages Orcish, Dunlending, Westron
Challenge 5 (1,800 XP)
Bulky Armour. Gazhúr has Disadvantage on Dexterity
ability checks.
Horrible Strength. If Gazhúr makes a successful melee
attack, he may use his bonus action to cause additional
damage equal to his Strength modifier (+5) to the target.
Wicked Cunning (1/day). Gazhúr can use his bonus
action to activate this ability. For the remainder of the
combat, he has +3 to his Armour Class.
Actions
Multiattack. Gazhúr makes three attacks with his
scimitar.
Orcish Scimitar. Melee Weapon Attack: +8 to hit, reach
5 ft, one target. Hit: 10 (2d4+5) slashing damage.
Reactions
Commanding Voice. Gazhúr can inspire his allies
with threats of retribution and torture. He may use
his reaction to utter a command or shout a warning
whenever a non-hostile creature he can see within 30 ft
makes an attack roll or saving throw. The target can add
a d6 Command die to that roll, provided it can hear and
understand the message. A creature can benefit from only
one Command die at a time, and creatures that possess
Commanding Voice cannot benefit from this effect.
133
Rohan Region Guide SERVANTS OF THE WHITE WIZARD
Servants of the White Wizard
Many houses there were… Thousands could dwell there,
workers, servants, slaves, and warriors with great store of
arms; wolves were fed and stabled in deep dens beneath.
Defenders of Isengard
Many of Saruman’s most trusted servants belong to the
folk of Isengard, people who have lived all their lives under
the shadow of the Tower of Orthanc. Well-fed and trained,
they are loyal and dependable.
DEFENDERS OF ISENGARD
Orc of the White Mountains STR Defender of Isengard CHA
17 (+3) 13 (+1
Medium Humanoid (Orc-kind) Medium Human (Evil Men*)
STR DEX CON INT WIS CHA DEX CON INT WIS
15 (+2) 18 (+4) 14 (+2) 7 (-2) 11 (+0 10 (+0) 12 (+1) 16 (+3) 10 (+0) 11 (+0)
Armour Class 15 (Orcish Leathers)
Hit Points 19 (3d8+6) Armour Class 15 (Scale Hauberk)
Speed 30 ft Hit Points 15 (2d8+6)
Speed 30 ft
Skills Intimidation +2, Stealth +6
Senses darkvision 60 ft, passive Perception 10 Skills Perception +2, Traditions +2
Languages Orcish, Westron Senses passive Perception 12
Challenge 1/2 (100 XP) Languages Westron
Challenge 1/4 (50 XP)
Hatred (Rohirrim) (Recharge 5-6). The Orc can use
its bonus action to gain Advantage on all attack rolls Fell Speed. The Defender may take a bonus action to
against Rohirrim until the beginning of its next turn. Disengage and move up to its speed towards an enemy it
Pack Tactics. The Orc has Advantage on attack can see.
rolls against a creature if at least one of the Orc’s
allies is within 5 feet of the creature and the ally isn’t Actions
Incapacitated.
Sunlight Sensitivity. While in sunlight, the Orc has Spear. Melee or Ranged Weapon Attack: +5 to hit, reach
Disadvantage on attack rolls, as well as on Wisdom 5 ft or range 20/60 ft, one target. Hit: 6 (1d6+3) piercing
(Perception) checks that rely on sight. damage or 7 (1d8+3) piercing damage if used with two
hands to make a melee attack
Actions
Bent Sword. Melee Weapon Attack: +6 to hit, reach 5 ft,
one target. Hit: 7 (1d6+4) slashing damage.
Spear. Melee or Ranged Weapon Attack: +4 to hit, reach
5 ft or range 20/60 ft, one target. Hit: 5 (1d6+2) piercing
damage or 6 (1d8+2) piercing damage if used with two
hands to make a melee attack.
134
GOBLIN-MEN
Dangers of the Mark
*Over time, as Isengard fills with Uruk-hai, Wargs, and Goblin-men
worse, only Evil Men remain. But before this time, the
Defenders are true-hearted and honourable. Not obviously as Orc-like as the Half-orcs, Goblin-men
are able to pass as individuals of a particularly foul
appearance and temperament. They often work as spies
and emissaries for their master in Orthanc, due to their
ability to pass relatively unnoticed in civilised lands. From
Bree to Gondor, they skulk in the shadows and listen to
idle talk across Middle-earth before returning to Isengard.
Goblin-man
Medium Humanoid (Orc-kind)
STR DEX CON INT WIS CHA
14 (+2) 17 (+3) 13 (+1) 10 (+0) 12(+1) 11 (+0)
Armour Class 13
Hit Points 38 (7d8+7)
Speed 30 ft
Skills Deception +4, Insight +3, Perception +3, Stealth +7
Senses darkvision 60 ft, passive Perception 13
Languages Orcish, Westron
Challenge 2 (450 XP)
Deadly Shot. At the start of its turn, the Goblin-man
may use its bonus action to aim. Its speed becomes 0 and
it has Advantage on all ranged weapon attacks it makes
until the beginning of its next turn.
Expert. The Goblin-man doubles its Proficiency Bonus
for Deception and Stealth (included above).
Hard Eyed. The Goblin-man scores a critical hit on an
18, 19 or 20 on its attack roll.
Sneaking (Recharge 6). The Goblin-man inflicts an extra
7 (2d6) damage to a target it hits with a weapon attack if
its target is within 5 feet of an ally of the of the creature.
Actions
Multiattack. The Goblin-man makes two attacks with its
jagged knife or bow of horn.
Jagged Knife. Melee Weapon Attack: +5 to hit, reach 5
ft, one target. Hit: 5 (1d4+3) piercing damage and the
target must make a DC 13 Constitution saving throw or
take 9 (1d12+3) poison damage.
Bow of Horn. Ranged Weapon Attack: +5 to hit, range
80/320 ft, one target. Hit: 6 (1d6+3) piercing damage
and the target must make a DC 13 Constitution saving
throw or take 10 (3d6) poison damage
Reactions
Survivor. When outnumbered by its opponents, the
Goblin-man always uses the Dodge action. When an
opponent misses it, it can make a single melee attack as
a reaction.
135
RohanHRAegLioFn-OGuRidCe ORCISH WOLF RIDER
Half-orc Orcish Wolf Rider
The more ill-favoured of Saruman’s creations are the In his later schemes against Rohan, Saruman plans
Half-orcs, creatures whose ancestry cannot be disguised. to employ companies of Orcs riding Wild Wolves to
Known also as Man-orcs, they are tall and ferocious, and oppose the horse-riding Rohirrim. These fast riders are
are often dispatched to assault enemies defending behind particularly suited as scouts and as plunderers, as they
an advantageous position, like a shield-wall formation for can strike swiftly and return.
example, as their reach is longer than that of most Orcs.
Half-orc Wolf Rider
Medium Humanoid (Orc-kind) Medium Humanoid (Orc-kind)
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 13 (+1) 17 (+3) 10 (+0) 15 (+2) 17 (+3) 13 (+1 12 (+1) 15 (+2) 10 (+0) 16 (+3) 11 (+0)
Armour Class 18 (Orc Mail, Shield)
Hit Points 60 (8d8+24) Armour Class 15 (Hide, Shield)
Speed 30 ft Hit Points 13 (2d8+4)
Speed 30 ft (50 ft when mounted)
Skills Intimidation +5, Perception +4
Senses darkvision 60 ft, passive Perception 14 Skills Animal Handling +5, Perception +5, Survival +5
Languages Orcish, Westron Senses passive Perception 15
Challenge 3 (700 XP) Languages Orcish, Dunlending, Westron
Bulky Armour. The Half-orc has Disadvantage on Challenge 1/4 (50 XP)
Dexterity ability checks. Hatred (Enemies of Saruman) (Recharge 5-6). The
Hatred (Enemies of Saruman) (Recharge 5-6). The Rider can use its bonus action to gain Advantage on all
Half-orc can use its bonus action to gain Advantage on attack rolls against its foes until the beginning of its next
all attack rolls against its foes until the beginning of its turn.
next turn. Mounted. The Wolf Rider has a Wild Wolf as a mount
(see page 111 of the Loremaster’s Guide).
Actions
Actions
Multiattack. The Half-orc makes two melee attacks. Orc-Axe. Melee Weapon Attack: +3 to hit, reach 5 ft,
Orc-axe. Melee Weapon Attack: +5 to hit, reach 5 ft, one target. Hit: 4 (1d6+1) slashing damage or 5 (1d8+1)
one target. Hit: 6 (1d6+3) slashing damage or 7 (1d8+3) slashing damage if wielded with two hands.
slashing damage if used with two hands. Spear. Melee or Ranged Weapon Attack: +3 to hit, reach
Long Spear. Melee Weapon Attack: +5 to hit, reach 10 ft, 5 ft or range 20/60 ft, one target. Hit: 5 (1d6+1) piercing
one target. Hit: 8 (1d10+3) piercing damage. damage or 5 (1d8+1) piercing damage if used with two
hands to make a melee attack.
136
URUK-HAI SOLDIERS Dangers of the Mark
Uruk-hai Soldiers
We are the fighting Uruk-hai! We slew the great warrior.
We took the prisoners. We are the servants of Saruman the
Wise, the White Hand: the Hand that gives us man’s-flesh
to eat. We came out of Isengard, and led you here, and we
shall lead you back by the way we choose.
Large and heavily muscled with fearsome features,
many of these evil-eyed Orcs serve Saruman the White.
They are equipped in Isengard, and are clad in heavy
iron mail and wield heavy broad-bladed swords. But
the Uruk-hai are not crude and savage as other Orcs.
They are clever monsters, sent to accomplish delicate
missions whose objectives are known only to the mind
who plotted them.
Uruk-hai Soldier
Medium Humanoid (Orc-kind)
STR DEX CON INT WIS CHA
19 (+4 13 (+1) 18 (+4) 12 (+1) 15 (+2) 10 (+0)
Armour Class 17 (Iron mail, Shield)
Hit Points 42 (5d8+20)
Speed 30 ft
Skills Athletics +6, Perception +4, Survival +4
Senses darkvision 60 ft, passive Perception 14
Languages Orcish, Westron
Challenge 2 (200 XP)
Bulky Armour. The Uruk-hai has Disadvantage on
Dexterity ability checks.
Horrible Strength. If the Uruk-hai makes a successful
melee attack, it can use a bonus action to cause
additional damage equal to its Strength modifier (+4) to
the target.
Unyielding (Recharge 5-6). The Uruk-hai can use its
bonus action to gain 8 temporary hit points.
Actions
Multiattack. The Uruk-hai makes two attacks with
either its sword or bow.
Heavy Sword. Melee Weapon Attack: +6 to hit, reach 5
ft, one target. Hit: 8 (1d8+4) slashing damage.
Short Bow. Ranged Weapon Attack: +3 to hit, range
80/320 ft, one target. Hit: 4 (1d6+1) piercing damage.
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URRoUhaKn-RHeAgioI nCGAuPidTeAIN
Uruk-hai Captain Uruk-hai Captain
As tall as Men and wielding terrible weaponry, the Medium Humanoid (Orc-kind)
captains of the Uruk-hai know no mercy — even towards
their own soldiers. They are keen-minded and brutally STR DEX CON INT WIS CHA
efficient, driving their ‘lads’ with a combination of cracking 20 (+5) 19 (+4) 21 (+5) 14 (+2) 15 (+2) 12 (+1)
whips and promised pain for those who do not follow
their orders. Those serving Saruman are unwaveringly Armour Class 17 (Iron mail, Shield)
loyal to the White Hand and are often the only Orcs in a Hit Points 95 (10d8+50)
given company who have any hint at the reasons behind a Speed 30 ft
mysterious command from their master.
Skills Intimidation +4, Perception +5, Survival +5
Senses darkvision 60 ft, passive Perception 15
Languages Orcish, Westron
Challenge 5 (1,800 XP)
Bulky Armour. The Uruk-hai Captain has Disadvantage
on Dexterity ability checks.
Horrible Strength. If the Uruk-hai Captain makes a
successful melee attack, it can use a bonus action to
cause additional damage equal to its Strength modifier
(+6) to the target.
Unyielding (Recharge 5-6). The Uruk-hai Captain can
use its bonus action to gain 10 temporary hit points.
Savage Assault. When the Uruk-hai Captain rolls an
18 or 19 on its attack roll, it may use a bonus action to
make a single additional melee attack against the same
opponent.
Actions
Multiattack. The Uruk-hai Captain makes two melee
attacks.
Heavy Sword. Melee Weapon Attack: +8 to hit, reach 5
ft, one target. Hit: 9 (1d8+5) slashing damage.
Whip. Melee Weapon Attack: +8 to hit, reach 10 ft, one
target. Hit: 7 (1d4+5) slashing damage.
Reactions
Commanding Voice. The Uruk-hai Captain can inspire
its allies with threats of its whip and associated pain.
It may use its reaction to utter a command or shout
a warning whenever a non-hostile creature it can see
within 30 ft makes an attack roll or saving throw. The
target can add a d6 Command die to that roll, provided
it can hear and understand the message. A creature
can benefit from only one Command die at a time and
creatures that possess Commanding Voice cannot benefit
from this effect.
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Dangers of the Mark
DWELLERERS IN ANCIENT PLACES
Dwellers in Ancient Places Dead Men of Dunharrow
‘No, it is not evil; or what evil is in it is far away. I catch ‘I see shapes of Men and of horses, and pale banners like shreds
only the faintest echoes of dark places where the hearts of cloud, and spears like winter-thickets on a misty night.’
of the trees are black. There is no malice near us; but It is said that at times of great unquiet the shades of Dead
there is watchfulness, and anger.’ Men out of the Dark Years descend from the Haunted
Mountain in Harrowdale. The folk of the villages of
While Rohan is a land of Men and full of the concerns Upbourn and Underharrow then shut their doors fast,
of that young race, older things lurk at its borders. Those and never go out at night. For the Oathbreakers do not
who leave the safety of the fields and houses might find suffer any living person to tread the stony roads of the
dreams and legends springing to life out of deep places or valley when they are abroad.
the dark woods.
Dead Man of Dunharrow
Dunharrow
Medium Undead
Under the shadows of black Dwimorberg, the Haunted
Mountain, lies the Door of the Dead. And they say that STR DEX CON INT WIS CHA
the Dead are restless, especially since Sauron returned to 11 (+0) 17 (+3) 12 (+1) 10 (+0) 12 (+1) 11 (+0)
Mordor and relit the fires of Mount Doom. Armour Class 13
Hit Points 66 (12d8+12)
DEAD MEN OF DUNHARROW Speed 30 ft
Damage Resistances: acid, fire, lightning, thunder;
non-magical bludgeoning, piercing and slashing
Damage Immunities cold, necrotic, poison
Condition Immunities Charmed, Exhaustion,
Frightened, Grappled, Paralysed, Petrified, Poisoned,
Prone, Restrained
Senses darkvision 60 ft, passive Perception 11
Languages Those it knew in life
Challenge 4 (1,100 XP)
Black Dread. When forced to make a Wisdom saving
throw against the Dead Man, targets automatically have
Disadvantage on the roll.
Cold be Hand and Heart. If the Dead Man strikes a
creature with its Spectral Weapons, it can use its bonus
action to cause an additional 4 (1d8) necrotic damage
and the target can’t regain hit points until the start of the
Dead Man’s next turn.
Ghost-form. The Dead Man is insubstantial and cannot
be easily hurt by normal means. See the damage and
condition resistances and immunities above.
Incorporeal Movement. The Dead Man can move
through other creatures and objects as if they were
difficult terrain. It takes 5 (1d10) force damage if it ends
its turn inside an object.
Actions
Multiattack. The Dead Man makes two melee attacks.
Spectral Weapons. Melee Weapon Attack: +5 to hit,
reach 5 ft, one target. Hit: 6 (1d6+3) necrotic damage and
the target must make a DC 15 Wisdom saving throw (at
Disadvantage, see above) or become Frightened of the
Dead Man until the end of its next turn.
139
GREAT BOARRohOanFREegVioEnRGHuOideLT FUNGAL TROLL
Everholt Fangorn Forest
The closest part of the Firien Wood is known as the Treebeard’s forest has a well-deserved reputation as
Everholt, and is famed for its boar hunts. But there are a place of danger. And there is deadly danger there,
rumours of a beast so huge and dangerous that it has especially for those who go on two legs, but not all of the
slain a king… forest’s inhabitants are evil, just wary, for they know that
no one is entirely on their side.
Great Boar of Everholt
Fungal Troll
Is the fabled Boar of Everholt a myth, an undying
creature that lives to be hunted and slain only to return Cave-trolls that linger too long in the depths of Nan
to prowl the woods, or is it the progeny of a breed of Mordeleb can change nearly beyond recognition, their
boars that once every century generates a specimen of bodies becoming hosts to swarms of fungal infestations.
prodigious size? No one knows the truth, but the folk of This softens their hide, making them (somewhat) easier
Eastfold can tell dozens of stories about the Great Boar to damage, yet all but inures them to pain. The resulting
of Everholt. creatures are terrible to behold and perilous to fight.
Great Boar of Everholt Fungal Troll
Huge Beast (Nature Spirit) Huge Giant (Troll-kind)
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
21 (+5) 11 (+0) 24 (+7) 2 (-4) 12 (+1) 10 (+0) 20 (+5) 11 (+0) 25 (+7) 2 (-4) 12 (+1) 4 (-3)
Armour Class 14 (natural armour) Armour Class 15 (natural armour)
Hit Points 135 (10d12+70) Hit Points 135 (10d12+70)
Speed 40 ft Speed 20 ft
Senses passive Perception 11 Senses passive Perception 11
Languages – Languages –
Challenge 6 (2,300 XP) Challenge 6 (2,300 XP)
Charge. If the Great Boar moves at least 20 ft straight Infect. If the Fungal Troll makes a successful attack
toward a target and then hits it with a tusk attack on the roll, it may use its bonus action to force the target to
same turn, the target takes an extra 14 (4d6) slashing make a DC 15 Constitution saving throw, taking 18
damage. If the target is a creature, it must succeed on (4d8) poison damage on a failure, or half as much on a
a DC 15 Strength saving throw or be thrown 20 ft and success.
knocked Prone. Stench. Any creature other than the Fungal Troll that
Fell Speed. The Great Boar may take a bonus action to starts its turn within 5 feet of the Fungal Troll must
Disengage and move up to its speed towards an enemy it succeed on a DC 15 Constitution saving throw or be
can see. Poisoned until the start of its next turn. On a success, the
creature is immune to the Troll’s Stench for 1 hour.
Actions
Tusk. Melee Weapon Attack: +8 to hit, reach 5 ft, one Actions
target. Hit: 12 (2d6+5) slashing damage. Multiattack. The Fungal Troll makes two attacks: one
with its bite and one crush.
Reactions Bite. Melee Weapon Attack: +8 to hit, reach 5 ft, one
target. Hit: 12 (2d6+5) piercing damage.
Great Might (Recharge 5-6). The Great Boar may Crush. Melee Weapon Attack: +8 to hit, reach 10 ft, one
use its reaction when it takes damage from a melee or target. Hit: 9 (1d8+5) bludgeoning damage.
ranged weapon attack: the damage is reduced by 5, to a
minimum of 1 point of damage taken.
140
Dangers of the Mark
HUORNS
Huorns There are several known kinds of Huorn. Dark-
Hearted Huorns might be young trees awakened by
Whether they are Ents that have become too tree-ish, or trees a deep hatred, or an ancient monster brooding over
that have become too Entish, Huorns are unpredictable, uncounted centuries. Wandering Huorns are often
deadly beings. Unless they are watched at all times by a young trees whose hearts rapidly darkened and are
Shepherd of the Trees, they are dangerous to anyone when still quick of limb and root. Most dangerous are the
angry. While they seem slow when looked upon, they can Huorns of Nan Modeleb, even the Onodrim cannot
move very rapidly and travel across many miles in a short understand their dark speech and they have rarely
time. When they move, they wrap themselves in shadow seen the light of the Sun.
and can reach a group of enemies before they even realise
that a wood is surrounding them.
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Rohan Region Guide
Dark-Hearted Huorn
Huge Plant (Huorn)
STR DEX CON INT WIS CHA Wandering Huorn
19 (+4) 5 (-3) 15 (+2) 6 (-2) 12 (+1) 5 (-3)
Huge Plant (Huorn)
Armour Class 13 (natural armour) CHA
Hit Points 68 (8d12+16) STR DEX CON INT WIS 7 (-2)
Speed 20 ft 17 (+3) 11 (+0) 13 (+1) 7 (-2) 10 (+0)
Senses blindsight 30 ft, passive Perception 11 Armour Class 14 (natural armour)
Languages Entish Hit Points 52 (7d12+7)
Challenge 3 (700 XP) Speed 30 ft
Crush. The Huorn can use its bonus action to deal 10 Senses blindsight 30 ft, passive Perception 10
(1d12+4) bludgeoning damage to a Grappled creature. Languages Entish
False Appearance. While the Huorn remains Challenge 2 (450 XP)
motionless, it is indistinguishable from a normal tree.
Fear of Fire. Huorns are fearful of fire. If a torch or other Crush. The Huorn can use its bonus action to deal 9
flame comes within 10 feet of them, the Huorn suffers (1d12+3) bludgeoning damage to a Grappled creature.
Disadvantage on its attack rolls. False Appearance. While the Huorn remains
Hatred (Those that go on two legs) (Recharge 5-6). motionless, it is indistinguishable from a normal tree.
The Huorn can use its bonus action to gain Advantage Fear of Fire. Huorns are fearful of fire. If a torch or other
on all attack rolls against creatures on two legs until the flame comes within 10 feet of them, the Huorn suffers
beginning of its next turn. Disadvantage on its attack rolls.
Wrapped in Shadow. The Huorn can use a bonus action Wrapped in Shadow. The Huorn can spend its bonus
to summon a concealing mist. Within 30 ft of the Huorn, action to summon a concealing mist. Within 30 ft of the
there is only dim light even during the brightest day and Huorn there is only dim light even during the brightest
only magical light can temporarily dispel the effect. day and only magical light can temporarily dispel the
effect.
Actions Actions
Bough Lash. Melee Weapon Attack: +6 to hit, reach 10 Bough Lash. Melee Weapon Attack: +5 to hit, reach 10
ft, one target. Hit: 13 (2d8+4) bludgeoning damage and ft, one target. Hit: 7 (1d8+3) bludgeoning damage and
the target must make a DC 14 Strength saving throw or the target must make a DC 13 Strength saving throw or
become Grappled (Escape DC 14). become Grappled (Escape DC 13).
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Dangers of the Mark
Huorn of Nan Mordeleb Wood-like Hide. The Huorn’s bark-like skin provides
resistance to non-magical bludgeoning and piercing
Huge Plant (Huorn) damage.
Wrapped in Shadow. The Huorn can spend its bonus
STR DEX CON INT WIS CHA action to summon a concealing mist. Within 30 ft of the
21 (+5) 4 (-3) 19 (+4) 12 (+1) 15(+2) 3 (-4) Huorn there is only darkness even during the brightest
Armour Class 12 (natural armour) day and only magical light can temporarily dispel the
Hit Points 94 (9d12+36) effect.
Speed 25 ft
Damage Resistance non-magical bludgeoning and Actions
piercing (see below) Multiattack. The Huorn makes two attacks with its
Senses blindsight 30 ft, passive Perception 12 boughs.
Languages Entish Bough Lash. Melee Weapon Attack: +8 to hit, reach 10
Challenge 6 (2,300 XP) ft, one target. Hit: 18 (3d8+5) bludgeoning damage and
the target must make a DC 15 Strength saving throw or
Crush. The Huorn can use its bonus action to deal 11 become Grappled (Escape DC 15).
(1d12+5) bludgeoning damage to a Grappled creature.
False Appearance. While the Huorn remains
motionless, it is indistinguishable from a normal tree.
143
RoThHanE RPeAgiLoEn GOuNideES
The Pale Ones
Long ago, a small tribe of
Goblins passed beneath the
shadow of the mountains and
slipped past the Ents into the
gloom of Nan Mordeleb. As they
supped on sickly toadstools,
they changed, down in the
dark. They lost much of their
fears and gained a feral, vicious
cunning even by the standards
of their own cruel race.
Pale One Determination. If damage reduces the Pale One to 0
hit points, it must make a Constitution saving throw
Small Humanoid (Orc-kind) with a DC of 5 + the damage taken, unless the damage is
radiant or from a critical hit. On a success, the Pale One
STR DEX CON INT WIS CHA drops to 1 hit point instead.
11 (+0) 16 (+3) 17 (+3) 10 (+0) 12(+1) 6 (-2) Hate Sunlight. The Pale One despises the cleansing
Armour Class 14 (Orcish Leathers) light of the Sun. If it is exposed to direct bright sunlight,
Hit Points 13 (2d6+6) it takes 3 (1d6) psychic damage each round.
Speed 25 ft
Saves Constitution +5 Actions
Skills Stealth +5, Survival +3 Jagged Knife. Melee Weapon Attack: +5 to hit, reach 5
Senses darkvision 60 ft, passive Perception 11 ft, one target. Hit: 5 (1d4+3) piercing damage and the
Languages Orcish, Westron target must make a DC 13 Constitution saving throw or
Challenge 1/2 (100 XP) become Poisoned for 1 minute.
Bow of Horn. Ranged Weapon Attack: +5 to hit, range
Delirium. As a bonus action, the Pale One can ingest 80/320 ft, one target. Hit: 6 (1d6+3) piercing damage.
the poison it uses on its weapons. It becomes Poisoned The victim must also make a DC 13 Constitution saving
for 1 minute but also has Advantage on Constitution throw or become Poisoned for 1 minute.
saving throws during this time.
144
STONECLAWS THE BEAR Dangers of the Mark
Stoneclaws the Bear
Raised from a cub on the draughts
of the Ents, Stoneclaws is a (mostly)
benevolent sight within the forest. Woe
betide any who provoke or attack him,
however.
Stoneclaws the Bear CHA Keen Smell. Stoneclaws has Advantage on Wisdom
9 (-1) (Perception) checks that rely on smell.
Huge Beast
Actions
STR DEX CON INT WIS Multiattack. Stoneclaws makes two attacks: one with
20 (+5) 10 (+0) 18 (+4) 5 (-3) 14(+2) its bite and one with its claws.
Armour Class 12 (natural armour) Bite. Melee Weapon Attack: +7 to hit, reach 5 ft, one
Hit Points 84 (8d12+32) target. Hit: 10 (1d10+5) piercing damage.
Speed 40 ft, climb 20 ft Claws. Melee Weapon Attack: +7 to hit, reach 5 ft, one
target. Hit: 15 (3d6+5) slashing damage and the target
Skills Perception +4 must make a DC 15 Strength saving throw or become
Senses blindsight 30 ft, passive Perception 14 Prone.
Languages –
Challenge 3 (700 XP)
Fearsome Bellow. As a bonus action Stoneclaws may
roar at a target within 20 ft. That target must make a DC
15 Wisdom saving throw or become Frightened of the
bear until the end of Stoneclaws’ next turn.
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Rohan Region Guide
THE HORSE AND THE RIDER
THE HORSE AND Éothéod surpassed that of any riding horse to be found in
- THE RIDER- Wilderland.
’…there are no horses like those that are bred in that The horses that the Rohirrim ride today descend from
great vale between the Misty Mountains and the White.’ those exceptional steeds that the Northmen bred when
their world was young, and their many bloodlines have
The horses bred by the Rohirrim are mighty steeds. Swift, been strengthened further when Eorl brought his folk
clever, and strong, they are worthy of the great praise south to Calenardhon and more exotic breeds were
bestowed upon them. Indeed, their fame extends far beyond brought over as gifts from Gondor and from the far
the borders of the Mark, and the Eorlingas love them next South.
to their kin. To the Rohirrim, their horses embody many of
the qualities that they value in themselves: power, grace, Horse-herds
beauty, and the freedom to live as they choose. Horse and
rider share the same roots, for the horses of Rohan were The majority of households in the Mark have at least one
first bred in the fields of the North centuries ago, and they member of the family devoted full-time to the training
reached the lands of the South together, when the Sons of of horses, though more well-off or noble families are
Eorl rode from the Vales of Anduin to enter battle upon the likely to have several, and each member has a share in
Field of Celebrant. their upkeep. From an early age, children learn to be
comfortable around the large beasts and how best to
Masters of Horses care for them. Indeed, more than a few riders will readily
declare that they learned to ride before they ever learned
No folk was more suited to the wide, green plains of to walk. A horse’s primary rider is considered to be the
Calenardhon than the horse-riding Eorlingas, and no trade horse’s ‘master’ and ultimately responsible for their well-
could prosper better than the breeding of their mounts. being in the eyes of their fellow Eorlingas. A horse that is
The Rohirrim descend from the Men of Rhovanion, a unwell will draw immediate concern and frequently wise
powerful confederation of Northmen already famed counsel from other horse-herds. A steed that is clearly
centuries ago for their skill as tamers of the wild horses mistreated will bring active scorn and condemnation.
that once roamed free and in great number on the plains
to the east of the Greenwood. These were originally hardy To the Eorlingas, then, horses are family, friends, and
beasts, not very tall, more suited to the drawing of wains brothers-in-arms, valued as much as any of their fellows.
than as mounts. But by the time the Northmen moved Any given rider will not just know the name and character
to what is now the Vales of Gundabad, they already had of their own horse, but also the names and dispositions
with them several breeds of horses fit for riding that they of all of their comrades’ horses as well. The qualities of
had bred themselves, separating the best animals from various exceptional horses are well known and widely
their wilder kin. discussed, even praised in song; occasionally the fame of
certain horses has even superseded that of their rider!
It was by the shores of the Great River that the Northmen
would truly become known as the ‘Horse-folk’, and their When the Eorlingas prepare for battle, they carefully
land as the ‘Horse-land’. For in those regions they found braid the manes of their horses to the left of their neck,
many horses of great virtue, swift beasts roaming free in to bind up their hair so it does not get in their way when
the narrow dales along the Misty Mountains and under unsheathing a sword or to avoid it getting grabbed too
the western eaves of the forest. In a handful of years the easily by an assailant. The most superstitious riders tie
Northmen managed to tame many wild stallions and an odd number of plaits on male horses and an even
strong mares, which they mated with the best horses number of plaits on mares, to attract good luck. Warriors
they had brought from the plains of the East. Over the frequently lavish as much care on their horses’ looks and
turn of a few generations, the quality of the steeds of the equipment as their own. Most steeds bear intricately
tooled saddles and some sport colourful ribbons wound
through their hair.
146
The Horse and the Rider
The Éored Léod. It was upon his strong back that Eorl rode onto
the Field of Celebrant, and it is Felaróf that is depicted
When they are called to the Muster of the King’s Host, on the flag of Rohan. Felaróf was more intelligent and
all eiders in a household who have been fully trained for stronger than any other stallion of his age or since. He
war ride as a unit, the éored, led by a captain. In times of lived as long as Eorl himself and was buried with him
war, each full éored counts not less than 120 warriors on beneath the first mound before Edoras. So exceptional
horseback, and is reckoned to be one hundredth part of was he in every way that some say he must have
the éoherë, the Full Muster of Rohan, led by the Lord of descended from steeds brought over from the Undying
the Mark and the knights of his own household. In times West during the First Age. His descendants are called
of peace, the vast majority of such units are not kept in the Mearas, horses without equal, ridden only by the
active service, with the exception of the Household of the King of the Mark.
King himself and those of the Marshals of the Mark, but
every rider is expected to train and exercise regularly. HANDLING HORSES
While many among the Rohirrim ride upon horses, not Handling Horses
every inhabitant of the Mark goes to war on horseback.
For every soldier well-horsed and fully armed, there are Most Free Folk living in Middle-earth, and indeed many
as many warriors on foot or with ponies, carrying sword creatures serving the Shadow, ride upon the back of swift
and shield, or bow and spear, scouts, and hunters of the horses, to travel swiftly across the land or to gain an edge
mountain-dales. When the full Muster of Rohan is called over their adversaries in combat. Hobbits and Men, Elves
by the Lord of the Mark, the riders will be ready to ride to and Dwarves all ride upon a mount of choice, from the
battle far away, to leave the footmen to defend the strong overburdened ponies of wandering Dwarves and Hobbits,
places of the land. to the great horses of the Eorlingas, and the magnificent
steeds of the Elves.
The Mearas The Riding Check
No horse bloodline is more renowned than the one sired In Adventures in Middle-earth, mounted companions
by Felaróf, the Mansbane. Felaróf was the white stallion do not need to make a roll whenever they sit astride
of Eorl the Young himself, a wild horse that he claimed a horse or a pony, but only when they attempt some
as his steed as weregild after Felaróf had killed his father, difficult horsemanship task, or when the Loremaster
147
Rohan Region Guide
calls for a Riding check. A hero can either use Strength ACQUIRING HORSES
(Athletics) or Wisdom (Animal Handling) to make the
check. However, there may be circumstances that allow Acquiring Horses
a player to make a case for a different skill; horses are
intelligent and perceptive animals, and they develop a They dismounted, and as grooms took Shadowfax and
very tight relationship with their riders; moreover, in the
novels, horses and ponies seem to relate to their owners the other horse, they walked forward to the sentinel at
in even deeper and subtler ways. Considering this point
of view, a rider might try to calm their skittish horse using the gate...’
Persuasion, for example, or push a horse to climb over
a narrow ledge bordering a cliff using Intimidation or Companions without a mount and Riders of Rohan
even Performance. wishing to enrich their stables may buy a horse from a
merchant at a market or from a horse-breeder, if they
Mounting or dismounting, or setting a horse to trot, happen to find one during the Adventuring phase, or they
canter, or gallop, are all activities that are considered may do so as part of their activities during a Fellowship
ordinary for a rider. An action involving riding or phase. In either case, the hero must find themselves in
handling a horse requires a die roll whenever a player an appropriate location, most likely a settlement of the
is proposing a feat that effectively pushes a mount to do Free Peoples, and then consult the Types of Horses table
something dangerous, like jumping over a high obstacle at the bottom of the page. All prices listed in the table
or across a wide gap. If the check fails, the horse is are to be considered minimums: the value of a horse
daunted and refuses to obey. (For example, a horse might may rise considerably should it display some especially
stop in its tracks in front of the obstacle it was supposed uncommon feature, in particular colouring that varies
to jump over.) from ‘bay’ (a red-brown coat turning to black in the
mane and near the hooves). White or black horses are
particularly prized; as are dappled horses, a sign of
having southern blood, rarer and more exotic in the
northeast of Middle-earth.
Heroes do not need to make Riding checks in combat A Wealth of Horses
situations for a mount with the Trained Warhorse
feature. Loremasters might well ask for Riding checks for Horses are amazing animals: they provide milk, a
steeds that are not accustomed to battle, in order to keep strong back, and near unflagging strength. In times
the horse from fleeing the area. of war, they stand as one of the most potent weapons
on Middle-earth. The fact that all households of
RIDING ON A JOURNEY the Mark have at least one horse trainer devoted
to breeding and preparing mounts for battle speaks
Riding on a Journey volumes about the warlike nature of the Eorlingas.
In Rohan, the distinction between more or less
Horses can make for swift travel. Riding a horse doubles prestigious households is not drawn between those
the distance that can be covered each day (40 miles, see who keep horses and those that do not, but rather,
Adventures in Middle-earth Player’s Guide, page 176). between owners of a greater or lesser wealth of them
However, if half or more of the Company’s mounts have and the quality of their mounts.
2 or more levels of Exhaustion, then the heroes can travel
only 20 miles per day.
Horse-roads
Not all paths and roads are suited for riding, and travelling
across the wilderness on horseback does not always
yield the benefits a traveller might expect from a swift-
footed mount. Loremasters wishing to better represent
the hardiness of traversing difficult terrains should allow
a riding companion to travel for 40 miles each day only
when the chosen route is traced across very easy, easy, or
moderate terrain.
148
The Horse and the Rider
Name Name in Type Types of Horses Size Price Status
Rohan
A horse fit to pull carts
Affer Stot Draught horse Large 10s 0
Courser Courser Fine-bred steed A horse fit for a noble. Large 4g 4
Large 6g 5
Destrier Eoh Warhorse A horse fit for a hero. Large — 6
Large 2g 2
— Mearh Royal horse A horse fit for a king. Medium 8s 0
Large 3g 3
Palfrey Radhors Travel horse A horse fit for a journey Large 15s 1
Pony CHA—RACTESRmISaTbllIreCeseStdhOsoFrsHe ORSEASsmall horse breed preferred by Hobbits
Rouncy Hors Riding horse A horse fit to ride comfortably
Sumpter Seamhors Pack-horse A horse fit to carry luggage
Borrowing Horses Affer (Stot)
Heroes travelling on foot in the Riddermark may ask These are working horses, used for pulling wagons to
to borrow a mount from a horse-herd or local lord, or market or as a plough through rough ground. Whil e
even be lent one should they appear to need it. Such a steady and well-muscled, they are rarely trained to take
hero must possess a sufficient status to be considered riders and are slower than other breeds.
trustworthy by the horse owner. This score is found
on the Types of Horses table below, under the Status STR Affer WIS CHA
column. A foreign hero must have a Proficiency Bonus 16 (+3 11 (+0) 4 (-3)
equal to or higher than the horse’s Status to be deemed Large Beast
worthy. Horseless Riders of Rohan may borrow a horse
one step higher than foreign heroes, if they cannot DEX CON INT
instead acquire a mount from their own herds. 10 (+0) 12 (+1) 2 (-4)
Should a hero be found by the King’s Guard riding a Armour Class 10
mount not fit for their standing, they will be questioned at Hit Points 19 (3d10+3)
spearpoint and imprisoned if unable to provide sufficient Speed 40 ft
justification.
Senses passive Perception 10
Characteristics of Horses Challenge 1/8 (25 XP)
Untrained for Combat. An Affer will not engage in
Horses differ from each other on many accounts: their combat if it has a rider and will take the Dash or Dodge
colour, stature, temper, and swif tness, and they are action to escape combat. It only attacks with its hooves if
all put to different uses, based on their capabilities. it has no other option.
The Types of Horses table below summar ises the
various kinds of horses and lists their relevant Actions
characteristics.
Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft, one
target. Hit: 8 (2d4+3) bludgeoning damage.
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